From 6e184e33018a5395bfbb2c92812229d115944ab5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 2 Apr 2012 17:55:04 -0500 Subject: Cleaner render of walkables and materials. Convert Vector3 color parameters to Color4. --- .../shaders/class1/interface/pathfindingF.glsl | 35 +++++++++++++++++++ .../shaders/class1/interface/pathfindingV.glsl | 40 ++++++++++++++++++++++ 2 files changed, 75 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl new file mode 100644 index 0000000000..40605bee78 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl @@ -0,0 +1,35 @@ +/** + * @file pathfindingF.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 + +VARYING vec4 vertex_color; + +void main() +{ + gl_FragColor = vertex_color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl new file mode 100644 index 0000000000..dc9fefd156 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -0,0 +1,40 @@ +/** + * @file pathfindingV.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; + +VARYING vec4 vertex_color; + +uniform float tint; + +void main() +{ + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vertex_color = diffuse_color * tint; +} + -- cgit v1.2.3 From 817f1629bdafd6c28efa2a868a7aad75eb8a9514 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 3 Apr 2012 02:52:34 -0500 Subject: Pathfinding visualization WIP -- add many controls for x-ray render, add lighting, and better combat z-fighting and noise from wireframes and overlays --- .../shaders/class1/interface/pathfindingV.glsl | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl index dc9fefd156..31e878ebc6 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -27,14 +27,28 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; VARYING vec4 vertex_color; uniform float tint; - +uniform float ambiance; +uniform float alpha_scale; + void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vertex_color = diffuse_color * tint; + + vec3 l1 = vec3(-0.75, 1, 1.0); + vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25; + vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5; + + float lit = max(dot(normal, l1), 0.0); + lit += max(dot(normal, l2), 0.0); + lit += max(dot(normal, l3), 0.0); + + lit = clamp(lit, ambiance, 1.0); + + vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale); } -- cgit v1.2.3 From 382c4bdfeb8350aeea1363b4ca8e01bf233a08be Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 4 Apr 2012 00:01:02 -0500 Subject: Better contrast between shapes and their outlines. --- indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl index 31e878ebc6..91f252cf1e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -39,7 +39,7 @@ void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 l1 = vec3(-0.75, 1, 1.0); + vec3 l1 = vec3(-0.75, 1, 1.0)*0.5; vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25; vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5; -- cgit v1.2.3 From 0f22e20bcef5e4344394e4cda1f8bafd52dc5dd2 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 4 Apr 2012 15:48:43 -0500 Subject: Add pathfindingNoNormal shader. --- .../class1/interface/pathfindingNoNormalV.glsl | 42 ++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl new file mode 100644 index 0000000000..19fa607307 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl @@ -0,0 +1,42 @@ +/** + * @file pathfindingV.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; + +VARYING vec4 vertex_color; + +uniform float tint; +uniform float alpha_scale; + +void main() +{ + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + vertex_color = vec4(diffuse_color.rgb * tint, diffuse_color.a*alpha_scale); +} + -- cgit v1.2.3 From 2716e38d42ca7c65a7017b465b499f752268d9e1 Mon Sep 17 00:00:00 2001 From: Jonathan Goodman Date: Thu, 10 May 2012 16:28:07 -0400 Subject: Encode viewspace Z normal to preserve negative Z (fixes all light shifting errors, and shiny environment map errors due to lack of negative Z) --- indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 2 +- 8 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 9a3b2e3e8a..e68af3c8b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -44,6 +44,6 @@ void main() gl_FragData[0] = vec4(diff.rgb, 0.0); 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); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 6cc5f23aca..ea8f32684d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -50,5 +50,5 @@ void main() gl_FragData[1] = vertex_color.aaaa; // spec //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index e9989a4e48..04c3afaa97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -47,6 +47,6 @@ void main() gl_FragData[0] = vec4(col.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index fdf8d72b38..29502371bc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -46,5 +46,5 @@ void main() gl_FragData[0] = vec4(col.rgb, 0.0); 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); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index bb20e2ca47..5b3ab76a5f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -47,6 +47,6 @@ void main() gl_FragData[0] = vec4(col.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 7bde49eb86..29b246c35f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -40,6 +40,6 @@ void main() gl_FragData[1] = vertex_color.aaaa; // spec //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 75b45111e0..30181a2ef3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -39,5 +39,5 @@ void main() gl_FragData[1] = vertex_color.aaaa; // spec //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 4c9ea24a24..07ed7b5401 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -159,5 +159,5 @@ void main() gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace + gl_FragData[2] = vec4(screenspacewavef.xyz*0.5+0.5, screenspacewavef.z*0.5); // normalxyz, displace } -- cgit v1.2.3 From a4f27c1b5518cadff653d7e34cbe941d77b4f791 Mon Sep 17 00:00:00 2001 From: Jonathan Goodman Date: Thu, 10 May 2012 17:05:48 -0400 Subject: Unpack X, Y, and Z within the light shaders. Also some missing bits from terrainF and treeF. --- .../newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/treeF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 2 +- 11 files changed, 11 insertions(+), 11 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 179c721a2f..e59c6a1d93 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -77,7 +77,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm norm = normalize(norm); vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b673d00d6e..85b7f885b5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -81,7 +81,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm float da = dot(norm, lv); if (da < 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0c53a4ffa5..c39ceddee6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -275,7 +275,7 @@ void main() float depth = texture2DRect(depthMap, tc.xy).r; 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 + norm = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index fc5959a33c..29fd59a9e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -126,7 +126,7 @@ void main() vec4 pos = getPosition(pos_screen); vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm gl_FragColor[0] = 1.0; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 5522e6c41d..3a3b17d7f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -54,6 +54,6 @@ void main() gl_FragData[0] = vec4(outColor.rgb, 0.0); 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); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index ea98d6884c..805d118f35 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -46,5 +46,5 @@ void main() gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0); 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); + gl_FragData[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 14a683971a..8bfa44f2c5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -152,7 +152,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 27ea77b5a2..6f696e2ed7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -277,7 +277,7 @@ void main() float depth = texture2DRect(depthMap, tc.xy).r; 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 + norm = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 31bd0c79da..8791ef35f3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -104,7 +104,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 229c2f4b67..56d6d60aa4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -123,7 +123,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 6b420833b9..54a51a4e16 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -184,7 +184,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; -- cgit v1.2.3 From 28ccf4190e83670af2f03015ac16db6b9c76c805 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 22 Jun 2012 17:31:46 -0500 Subject: MAINT-653 Fix for shadow acne at high altitudes --- .../shaders/class2/deferred/alphaF.glsl | 37 ++++++++-------- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 36 ++++++++-------- .../class2/deferred/alphaNonIndexedNoColorF.glsl | 39 +++++++++-------- .../shaders/class2/deferred/sunLightF.glsl | 45 ++++++++++---------- .../shaders/class2/deferred/sunLightSSAOF.glsl | 49 +++++++++++----------- 5 files changed, 100 insertions(+), 106 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 08f6ec63fe..99bf03ceca 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; @@ -58,18 +58,21 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += shadow_bias; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; + + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + + vec2 off = scl/shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); return shadow/5.0; } @@ -97,8 +100,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; @@ -109,8 +111,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -121,8 +122,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -133,8 +133,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index aae6a070e2..4f6a88961b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -31,17 +31,16 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -54,6 +53,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; +uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; @@ -71,18 +71,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += shadow_bias; - + float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; + + vec2 off = scl/shadow_res; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); return shadow/5.0; } @@ -110,8 +112,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; @@ -122,8 +123,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -134,8 +134,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -146,8 +145,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index d6848c8dc1..90cd0f8602 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -33,17 +33,16 @@ out vec4 frag_color; uniform float minimum_alpha; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -55,6 +54,8 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform mat4 inv_proj; @@ -72,18 +73,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += shadow_bias; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; + + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + vec2 off = scl/shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); return shadow/5.0; } @@ -118,8 +121,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; @@ -130,8 +132,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -142,8 +143,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -154,8 +154,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 8c4ccf9cb3..219ae687d5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,10 +35,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; @@ -55,10 +55,10 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; uniform float shadow_bias; uniform float shadow_offset; @@ -78,29 +78,32 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; + stc.z += shadow_bias; + + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + vec2 off = 1.5/shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); return shadow/5.0; //return shadow; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -162,8 +165,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; @@ -174,8 +176,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -186,7 +187,6 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; @@ -198,7 +198,6 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -237,11 +236,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 02075a7687..f6b009577a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; uniform sampler2D noiseMap; @@ -55,10 +55,11 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform float shadow_offset; @@ -139,29 +140,31 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; + stc.z += shadow_bias; + + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + vec2 off = 1.5/shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); return shadow/5.0; //return shadow; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -223,8 +226,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; @@ -235,8 +237,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -247,8 +248,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -259,8 +259,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -298,11 +297,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; -- cgit v1.2.3 From 4c4a23226a2db8b1dac5b8d6b8f1537fc9164cf6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 28 Jun 2012 17:53:43 -0500 Subject: Merge cleanup --- .../newview/app_settings/shaders/class2/deferred/alphaF.glsl | 12 ++++++------ .../shaders/class2/deferred/alphaNonIndexedF.glsl | 12 ++++++------ .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 2 +- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 4 ++-- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 11 +++++------ 5 files changed, 20 insertions(+), 21 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 813cfb605b..12706f130b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -63,17 +63,17 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.2; + return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index f77d0ae398..228dc104ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -76,17 +76,17 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.2; + return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index cce510d406..c3950a10e1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -78,7 +78,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 20ff0c3402..c1495b145e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -83,7 +83,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -94,7 +94,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.2; + return shadow*0.2; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 37689bef4f..039fca9df2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -145,17 +145,16 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + return shadow*0.2; } -- cgit v1.2.3 From 997b360747bb21564f0ef89c3b3e065ea3ec0716 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 11 Jul 2012 15:17:13 -0500 Subject: MAINT-794 Fix for assert on loading some types of objects before their parents. --- .../newview/app_settings/shaders/class1/objects/indexedTextureV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index 7c0699d72f..ca29bf3143 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE ivec4 texture_index; +ATTRIBUTE int texture_index; -VARYING_FLAT ivec4 vary_texture_index; +VARYING_FLAT int vary_texture_index; void passTextureIndex() { -- cgit v1.2.3 From e86b1c18db0629d64f8bf26fcf69e64072d084e6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 11 Jul 2012 15:17:13 -0500 Subject: MAINT-794 Fix for assert on loading some types of objects before their parents. --- .../newview/app_settings/shaders/class1/objects/indexedTextureV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index 7c0699d72f..ca29bf3143 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE ivec4 texture_index; +ATTRIBUTE int texture_index; -VARYING_FLAT ivec4 vary_texture_index; +VARYING_FLAT int vary_texture_index; void passTextureIndex() { -- cgit v1.2.3 From 02a182867c4a760e535ad87d21465ffc1499aa25 Mon Sep 17 00:00:00 2001 From: prep Date: Mon, 16 Jul 2012 15:11:23 -0400 Subject: Path-814: Corrected shader fragment compilation error. --- .../newview/app_settings/shaders/class1/interface/pathfindingF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl index 40605bee78..7379360e17 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl @@ -24,12 +24,14 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; void main() { - gl_FragColor = vertex_color; + frag_color = vertex_color; } -- cgit v1.2.3