From 14f6bbadef2c39e58a3b54c0c6212949acf50e45 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 8 Aug 2011 15:29:23 -0500 Subject: SH-2242 Work in progress migrating to glVertexAttrib everywhere --- .../shaders/class3/avatar/avatarV.glsl | 27 +++++++++++----------- .../shaders/class3/deferred/giDownsampleV.glsl | 6 ++--- .../shaders/class3/deferred/giFinalV.glsl | 5 ++-- .../app_settings/shaders/class3/deferred/giV.glsl | 12 ++++++---- .../shaders/class3/deferred/luminanceV.glsl | 12 ++++++---- .../shaders/class3/deferred/postDeferredV.glsl | 6 ++--- .../shaders/class3/deferred/postgiV.glsl | 6 ++--- .../shaders/class3/deferred/softenLightV.glsl | 11 ++++----- .../shaders/class3/lighting/sumLightsV.glsl | 1 - 9 files changed, 46 insertions(+), 40 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 3d970d252c..f65dfff42f 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -5,38 +5,39 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec4 clothing; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); -attribute vec4 clothing; //4 - -attribute vec4 gWindDir; //7 -attribute vec4 gSinWaveParams; //3 -attribute vec4 gGravity; //5 +uniform vec4 gWindDir; +uniform vec4 gSinWaveParams; +uniform vec4 gGravity; const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2} void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; mat4 trans = getSkinnedTransform(); vec3 norm; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); //wind vec4 windEffect; windEffect = vec4(dot(norm, gWindDir.xyz)); - pos.x = dot(trans[2].xyz, gl_Vertex.xyz); + pos.x = dot(trans[2].xyz, position.xyz); windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) + windEffect.xyz; windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] @@ -83,7 +84,7 @@ void main() sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation - offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w + offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) //add "backlighting" effect @@ -101,7 +102,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0)); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix * pos; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index eebe930666..b769e1ee1d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 7e20d71529..057d36ed22 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -5,6 +5,7 @@ * $/LicenseInfo$ */ +attribute vec3 position; varying vec2 vary_fragcoord; @@ -13,7 +14,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index e86f2896da..d97d7ea82d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -5,6 +5,9 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec2 vary_fragcoord; @@ -14,11 +17,12 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index 9afeac6ddf..5bdb69fb6f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -5,18 +5,20 @@ * $/LicenseInfo$ */ - - varying vec2 vary_fragcoord; uniform vec2 screen_res; +attribute vec3 position; +attribute vec4 diffuse_color; + void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 876f65ee3a..2581098609 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index eebe930666..ed6fd1ee80 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 745cc01992..9872c9f366 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; uniform vec2 screen_res; @@ -14,13 +16,10 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; - tex.w = 1.0; - - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 24bbc0a1a1..9144b8361f 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,6 @@ */ - float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); -- cgit v1.2.3 From 530981a2149a74e1dc003cea1bbc9dc392fcae60 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 00:54:25 -0500 Subject: SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders. --- indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 6 ++++-- .../newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/giV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl | 6 ++++-- .../newview/app_settings/shaders/class3/deferred/postDeferredV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl | 6 ++++-- .../newview/app_settings/shaders/class3/deferred/softenLightV.glsl | 5 +++-- 8 files changed, 31 insertions(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index f1d06b4fec..c10635c898 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -123,7 +125,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; gl_TexCoord[2] = vec4(pos.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 870d4c36bc..5e75aec171 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 76206f88d9..969b6e2f1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 1a23be349e..2766691bd0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index a2606f2fb2..d0205fa824 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -33,7 +35,7 @@ attribute vec4 diffuse_color; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d0b60d513..2d7fa22edc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index 25bdfdce45..e9c6f3e27b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 9e07a4d219..8e405de9a3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -34,7 +35,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -- cgit v1.2.3 From 24ae2fb5af52d7128e79a0f63afce9a8db1123eb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 16:38:31 -0500 Subject: SH-2243 work in progress -- don't use built-in GL light state when shaders are available. --- .../class3/lighting/sumLightsSpecularV.glsl | 22 +++++++++++---------- .../shaders/class3/lighting/sumLightsV.glsl | 23 ++++++++++++++-------- 2 files changed, 27 insertions(+), 18 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index 79bd017efc..e043ac873e 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ - - float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); @@ -33,6 +31,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); @@ -43,18 +45,18 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb); + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); col.rgb = min(col.rgb*color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index c31afb6268..dadff40933 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -32,22 +32,29 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + + // Collect normal lights + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + 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 += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z); + col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); col.rgb += atmosAmbient(baseLight.rgb); col.rgb = min(col.rgb*color.rgb, 1.0); -- cgit v1.2.3 From da84f5552731e1ece3a463c4c385bb327f1048a1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 12:40:53 -0500 Subject: SH-2243 work in progress -- don't use deprecated shader state --- .../app_settings/shaders/class3/avatar/avatarV.glsl | 17 ++++++++++------- .../shaders/class3/deferred/giDownsampleF.glsl | 2 +- .../shaders/class3/deferred/giDownsampleV.glsl | 4 ++-- .../app_settings/shaders/class3/deferred/giF.glsl | 2 +- .../app_settings/shaders/class3/deferred/giFinalF.glsl | 2 +- .../app_settings/shaders/class3/deferred/giFinalV.glsl | 4 ++-- .../app_settings/shaders/class3/deferred/giV.glsl | 11 ++++++----- .../shaders/class3/deferred/luminanceF.glsl | 2 +- .../shaders/class3/deferred/luminanceV.glsl | 9 +++++---- .../shaders/class3/deferred/postDeferredF.glsl | 2 +- .../shaders/class3/deferred/postDeferredV.glsl | 4 ++-- .../app_settings/shaders/class3/deferred/postgiF.glsl | 2 +- .../app_settings/shaders/class3/deferred/postgiV.glsl | 4 ++-- .../shaders/class3/deferred/softenLightF.glsl | 4 ++-- .../shaders/class3/deferred/softenLightV.glsl | 8 ++++---- .../app_settings/shaders/class3/deferred/treeF.glsl | 8 +++++--- 16 files changed, 46 insertions(+), 39 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index c10635c898..9a14d496e9 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -25,10 +25,13 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec4 clothing; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec4 clothing; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -43,7 +46,7 @@ const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; mat4 trans = getSkinnedTransform(); @@ -123,11 +126,11 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); - gl_FrontColor = color; + vertex_color = color; gl_Position = projection_matrix * pos; - gl_TexCoord[2] = vec4(pos.xyz, 1.0); + vary_texcoord2 = vec4(pos.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index 616ea5fe9e..eb9256b41b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -35,7 +35,7 @@ uniform int kern_length; uniform float kern_scale; uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 5e75aec171..380d5207c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 95913a502c..ba1d29b044 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -42,7 +42,7 @@ uniform sampler2D depthGIMap; uniform sampler2D lightFunc; // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index 7c55fcc286..e3d5fdcf10 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -32,7 +32,7 @@ uniform sampler2D bloomMap; uniform sampler2DRect edgeMap; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 969b6e2f1c..60eca06d35 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 2766691bd0..8272dbf31b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -25,12 +25,13 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color; uniform vec2 screen_res; @@ -44,5 +45,5 @@ void main() vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 13517a26ba..7c290fc993 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -30,7 +30,7 @@ uniform sampler2DRect lightMap; uniform sampler2DRect diffuseRect; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { float i = texture2DRect(lightMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index d0205fa824..062875e72f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -25,12 +25,13 @@ uniform mat4 modelview_projection_matrix; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color; uniform vec2 screen_res; -attribute vec3 position; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; void main() { @@ -40,5 +41,5 @@ void main() vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 0364da6258..662f5fb6be 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -53,7 +53,7 @@ uniform float gi_luminance; uniform vec4 sunlight_color; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d7fa22edc..0049d8ea78 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index 009b5cc743..ecab3baeee 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -40,7 +40,7 @@ uniform float kern_scale; uniform float gi_edge_weight; uniform float gi_blur_brightness; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index e9c6f3e27b..6d590c8051 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 1c02adea89..664cec64c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -65,8 +65,8 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 8e405de9a3..682508aaf3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -25,13 +25,13 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord; void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 56a149523e..80e08e8270 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -24,15 +24,17 @@ */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); -- cgit v1.2.3 From 8a1baaea6c0462b645499e8e7b88345e46b92621 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 17:08:39 -0500 Subject: SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia --- .../app_settings/shaders/class3/deferred/giDownsampleF.glsl | 7 ++++--- indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 8 +++++--- indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl | 6 ++++-- .../newview/app_settings/shaders/class3/deferred/luminanceF.glsl | 6 ++++-- .../app_settings/shaders/class3/deferred/postDeferredF.glsl | 7 ++++--- indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl | 6 ++++-- .../app_settings/shaders/class3/deferred/softenLightF.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/treeF.glsl | 5 ++++- 8 files changed, 33 insertions(+), 18 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index eb9256b41b..af8c05dbeb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -24,6 +24,9 @@ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect giLightMap; @@ -100,7 +103,5 @@ void main() col = col*blur_quad.y; - gl_FragData[0].xyz = col; - - //gl_FragColor = ccol; + gl_FragColor.xyz = col; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index ba1d29b044..dad62a074a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor; +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -207,5 +209,5 @@ void main() vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); - gl_FragData[0].xyz = mix(vec3(0), ambient, da); + gl_FragColor.xyz = mix(vec3(0), ambient, da); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index e3d5fdcf10..5fbbc0a0cc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform sampler2DRect edgeMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 7c290fc993..53bbcc0300 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect lightMap; uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 662f5fb6be..6d17942683 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; @@ -96,5 +98,4 @@ void main() col.rgb += bcol*lum; gl_FragColor = col; - //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index ecab3baeee..44b36d3307 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect giLightMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 664cec64c3..cc6d080344 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 80e08e8270..4d4b5b190a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -- cgit v1.2.3 From 2ead1691317e9bf32e996fa1f6a70f6a2a9ced02 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 19 Sep 2011 17:41:29 -0500 Subject: SH-2243 fix for error in cloth shader --- indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 9a14d496e9..7fb3cb6552 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -129,8 +129,4 @@ void main() vertex_color = color; gl_Position = projection_matrix * pos; - - - vary_texcoord2 = vec4(pos.xyz, 1.0); - } -- cgit v1.2.3 From e7b743d80bb6e7bde9c90eb0a7f0e0244bb41f8d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 00:33:27 -0500 Subject: SH-2244 Fix for artifacts with L&S enabled when using core profile. --- indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 4 ++-- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index dad62a074a..39975f8249 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -156,7 +156,7 @@ vec3 giAmbient(vec3 pos, vec3 norm) if (spec.a > 0.0) { float sa = dot(ha,lnorm); - da = texture2D(lightFunc, vec2(sa, spec.a)).a; + da = texture2D(lightFunc, vec2(sa, spec.a)).r; } else { @@ -171,7 +171,7 @@ vec3 giAmbient(vec3 pos, vec3 norm) if (c_spec.a > 0.0) { float sa = dot(ha, gi_norm); - da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a; + da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r; } else { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index cc6d080344..338d289ab0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -295,7 +295,7 @@ void main() { vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - da = texture2D(lightFunc, vec2(da, 0.0)).a; + da = texture2D(lightFunc, vec2(da, 0.0)).r; vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; float scol = max(scol_ambocc.r, diffuse.a); @@ -314,7 +314,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; -- cgit v1.2.3 From 183fe0d14c48ebeb174567304cea197e7ea443fa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 03:09:32 -0500 Subject: SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers --- indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index af8c05dbeb..832cf46150 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -24,7 +24,7 @@ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 39975f8249..ee992f2fe9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor; +#ifdef DEFINE_GL_FRAGCOLOR; out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index 5fbbc0a0cc..3ace57e3cb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 53bbcc0300..3057b63ecd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 6d17942683..c7ccf3a613 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index 44b36d3307..499a72222d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 338d289ab0..7089c53f1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif -- cgit v1.2.3 From c4aa8c50daf7c4eea3509057a7ca74b083682779 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 4 Oct 2011 02:31:54 -0500 Subject: SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session --- .../shaders/class3/deferred/giDownsampleF.glsl | 107 ------- .../shaders/class3/deferred/giDownsampleV.glsl | 39 --- .../app_settings/shaders/class3/deferred/giF.glsl | 213 ------------- .../shaders/class3/deferred/giFinalF.glsl | 47 --- .../shaders/class3/deferred/giFinalV.glsl | 40 --- .../app_settings/shaders/class3/deferred/giV.glsl | 49 --- .../shaders/class3/deferred/luminanceF.glsl | 41 --- .../shaders/class3/deferred/luminanceV.glsl | 45 --- .../shaders/class3/deferred/postDeferredF.glsl | 101 ------ .../shaders/class3/deferred/postDeferredV.glsl | 39 --- .../shaders/class3/deferred/postgiF.glsl | 91 ------ .../shaders/class3/deferred/postgiV.glsl | 39 --- .../shaders/class3/deferred/softenLightF.glsl | 337 --------------------- .../shaders/class3/deferred/softenLightV.glsl | 44 --- .../shaders/class3/deferred/treeF.glsl | 44 --- 15 files changed, 1276 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/treeF.glsl (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl deleted file mode 100644 index 832cf46150..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ /dev/null @@ -1,107 +0,0 @@ -/** - * @file giDownsampleF.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 - * $/LicenseInfo$ - */ - - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect giLightMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).a; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); - - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy); - dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0); - float defined_weight = kern[0].x; - vec3 col = ccol*kern[0].x; - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.5) - { - float sampdepth = getDepth(tc.xy); - sampdepth -= depth; - if (sampdepth*sampdepth < blur_quad.z) - { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*blur_quad.y; - - gl_FragColor.xyz = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl deleted file mode 100644 index 380d5207c3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl deleted file mode 100644 index ee992f2fe9..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ /dev/null @@ -1,213 +0,0 @@ -/** - * @file giF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR; -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect specularRect; - -uniform sampler2D noiseMap; - -uniform sampler2D diffuseGIMap; -uniform sampler2D specularGIMap; -uniform sampler2D normalGIMap; -uniform sampler2D depthGIMap; - -uniform sampler2D lightFunc; - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -uniform vec4 sunlight_color; - -uniform mat4 inv_proj; -uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space -uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space -uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix -uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space -uniform float gi_sample_width; -uniform float gi_noise; -uniform float gi_attenuation; -uniform float gi_range; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getGIPosition(vec2 gi_tc) -{ - float depth = texture2D(depthGIMap, gi_tc).a; - vec2 sc = gi_tc*2.0; - sc -= vec2(1.0, 1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = gi_inv_proj*ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 giAmbient(vec3 pos, vec3 norm) -{ - vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); - gi_c.xyz /= gi_c.w; - - vec4 gi_pos = gi_mat*vec4(pos,1.0); - vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; - gi_norm = normalize(gi_norm); - - vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb; - gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz; - vec2 tcx = gi_norm.xy; - vec2 tcy = gi_norm.yx; - - vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); - - vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz); - vec3 eye_ref = reflect(eye_dir, gi_norm); - - float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5; - vec3 fdiff = vec3(da); - float fda = da; - - vec3 rcol = vec3(0,0,0); - - float fsa = 0.0; - - - for (int i = -1; i <= 1; i += 2 ) - { - for (int j = -1; j <= 1; j+= 2) - { - vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z; - tc += nz.xy*2.0; - tc *= gi_sample_width*0.25; - tc += gi_c.xy; - - vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); - vec3 lpos = getGIPosition(tc.xy).xyz; - - vec3 at = lpos-gi_pos.xyz; - float dist = length(at); - float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0); - - - if (dist_atten > 0.01) - { //possible contribution of indirect light to this surface - vec3 ldir = at; - - float ld = -dot(ldir, lnorm); - - if (ld < 0.0) - { - float ang_atten = dot(ldir, gi_norm); - - if (ang_atten > 0.0) - { - vec4 spec = texture2D(specularGIMap, tc.xy); - at = normalize(at); - vec3 diff; - - float da = 0.0; - - //contribution from indirect source to visible pixel - vec3 ha = at; - ha.z -= 1.0; - ha = normalize(ha); - if (spec.a > 0.0) - { - float sa = dot(ha,lnorm); - da = texture2D(lightFunc, vec2(sa, spec.a)).r; - } - else - { - da = -lnorm.z; - } - - diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0; - - if (da > 0.0) - { //contribution from visible pixel to eye - vec3 ha = normalize(at-eye_dir); - if (c_spec.a > 0.0) - { - float sa = dot(ha, gi_norm); - da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r; - } - else - { - da = dist_atten*dot(gi_norm, normalize(ldir)); - } - fda += da; - fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb; - } - } - } - } - } - } - - fdiff *= sunlight_color.rgb; - - vec3 ret = fda*fdiff; - - return clamp(ret,vec3(0.0), vec3(1.0)); -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - - float rad = gi_range*0.5; - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float dist = max(length(pos.xyz)-rad, 0.0); - - float da = clamp(1.0-dist/rad, 0.0, 1.0); - - vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); - - - gl_FragColor.xyz = mix(vec3(0), ambient, da); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl deleted file mode 100644 index 3ace57e3cb..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ /dev/null @@ -1,47 +0,0 @@ -/** - * @file giFinalF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; -uniform sampler2DRect edgeMap; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - - -void main() -{ - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - - gl_FragColor = bloom + diff; - //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl deleted file mode 100644 index 60eca06d35..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file giFinalV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl deleted file mode 100644 index 8272dbf31b..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file giV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl deleted file mode 100644 index 3057b63ecd..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file luminanceF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect lightMap; -uniform sampler2DRect diffuseRect; - -VARYING vec2 vary_fragcoord; -void main() -{ - float i = texture2DRect(lightMap, vary_fragcoord.xy).r; - gl_FragColor.rgb = vec3(i); - gl_FragColor.a = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl deleted file mode 100644 index 062875e72f..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.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 modelview_projection_matrix; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl deleted file mode 100644 index c7ccf3a613..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ /dev/null @@ -1,101 +0,0 @@ -/** - * @file postDeferredF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; - -uniform sampler2DRect localLightMap; -uniform sampler2DRect sunLightMap; -uniform sampler2DRect giLightMap; -uniform sampler2DRect edgeMap; - -uniform sampler2D luminanceMap; - -uniform sampler2DRect lightMap; - -uniform sampler2D lightFunc; -uniform sampler2D noiseMap; - -uniform float sun_lum_scale; -uniform float sun_lum_offset; -uniform float lum_scale; -uniform float lum_lod; -uniform vec4 ambient; -uniform float gi_brightness; -uniform float gi_luminance; - -uniform vec4 sunlight_color; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 tc = vary_fragcoord.xy; - vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod); - - vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); - vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; - - float scol = texture2DRect(lightMap, vary_fragcoord.xy).r; - - vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb; - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - gi_col = gi_col*(diff.rgb+spec.rgb*spec.a); - - float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0); - - lum *= sun_lum_scale; - - sun_col *= 1.0+(lum*lum_scale*scol); - - vec4 col; - col.rgb = gi_col+sun_col.rgb+local_col; - - col.a = sun_col.a; - - vec3 bcol = vec3(0,0,0); - float tweight = 0.0; - for (int i = 0; i < 16; i++) - { - float weight = (float(i)+1.0)/2.0; - bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight; - tweight += weight*weight; - } - - bcol /= tweight; - bcol *= gi_luminance; - col.rgb += bcol*lum; - - gl_FragColor = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl deleted file mode 100644 index 0049d8ea78..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postDeferredV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl deleted file mode 100644 index 499a72222d..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ /dev/null @@ -1,91 +0,0 @@ -/** - * @file postgiF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; -uniform sampler2D noiseMap; -uniform sampler2D giMip; -uniform sampler2DRect edgeMap; - - -uniform vec2 delta; -uniform float kern_scale; -uniform float gi_edge_weight; -uniform float gi_blur_brightness; - -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 dlt = kern_scale*delta; - float defined_weight = 0.0; - vec3 col = vec3(0.0); - - float e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy + float(i) * dlt; - - e = max(e, 0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - } - - e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy - float(i) * dlt; - - e = max(e,0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - - } - - col /= max(defined_weight, 0.01); - - gl_FragColor.rgb = col * gi_blur_brightness; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl deleted file mode 100644 index 6d590c8051..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl deleted file mode 100644 index 7089c53f1c..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ /dev/null @@ -1,337 +0,0 @@ -/** - * @file softenLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; -uniform vec3 gi_quad; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -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 vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -uniform sampler2DRect depthMap; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -uniform float gi_ambiance; - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //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); - //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); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 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 - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //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 - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec3 col; - float bloom = 0.0; - - if (diffuse.a < 0.9) - { - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - da = texture2D(lightFunc, vec2(da, 0.0)).r; - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).r; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - gl_FragColor.rgb = col; - gl_FragColor.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl deleted file mode 100644 index 682508aaf3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file softenLightF.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl deleted file mode 100644 index 4d4b5b190a..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file treeF.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 - * $/LicenseInfo$ - */ - -#ifndef gl_FragData -out vec4 gl_FragData[3]; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -VARYING vec3 vary_normal; - -void main() -{ - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); - gl_FragData[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); -} -- cgit v1.2.3 From 969aa248a4c398dd0608a447f99cf74683d09f65 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 28 Oct 2011 16:26:20 -0500 Subject: SH-2633 Fix for avatar hair turning white when editing appearance --- indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 7fb3cb6552..721054b5ad 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -37,6 +37,8 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); +uniform vec4 color; + uniform vec4 gWindDir; uniform vec4 gSinWaveParams; uniform vec4 gGravity; @@ -125,8 +127,8 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); - vertex_color = color; + vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.0)); + vertex_color = col; gl_Position = projection_matrix * pos; } -- cgit v1.2.3