From cfc5236e643618822e66bfc77dc912036bcb57cb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 18 Jul 2012 15:49:47 -0500 Subject: MAINT-628 Fix for seams in high res snapshots when lighting and shadows is enabled. --- indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index e02a7b405b..2cef8f2a5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -2093,7 +2093,6 @@ uniform sampler2D diffuseMap; uniform vec2 rcp_screen_res; uniform vec4 rcp_frame_opt; uniform vec4 rcp_frame_opt2; -uniform vec2 screen_res; VARYING vec2 vary_fragcoord; VARYING vec2 vary_tc; -- cgit v1.2.3 From ec125540c4dccc8f1ff64018364a6a2235b9e8d0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 16 Oct 2012 16:25:01 -0500 Subject: MAINT-643 Fix for incorrect lighting and colors in preview displays. --- .../shaders/class1/objects/previewF.glsl | 41 ++++++++++++++++++++++ .../shaders/class1/objects/previewV.glsl | 6 ++-- 2 files changed, 45 insertions(+), 2 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/previewF.glsl (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl new file mode 100644 index 0000000000..284da3d0ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl @@ -0,0 +1,41 @@ +/** + * @file previewF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + frag_color = color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5dcfa87066..a4cc6a9c99 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -32,6 +32,8 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +uniform vec4 color; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -50,8 +52,8 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - vertex_color = color; + vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.)); + vertex_color = col; } -- cgit v1.2.3 From 161c848e3d78a1ec6265b33b3d9f999dd11126f9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 17 Oct 2012 13:29:15 -0500 Subject: MAINT-643 Cleanup some shader compilation errors when atmospheric shaders are enabled. --- .../shaders/class1/objects/previewV.glsl | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index a4cc6a9c99..f2db314201 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; @@ -37,9 +40,10 @@ uniform vec4 color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; void main() { @@ -47,13 +51,15 @@ void main() vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - + vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); + vec4 col = vec4(0,0,0,1); - vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.)); + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); + 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); + vertex_color = col; - - } -- cgit v1.2.3 From 9b8cd0e923440d6c37f9b97aef29edec6ac09dbc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 23 Oct 2012 17:31:44 -0500 Subject: MAINT-1579 Fix for diffuse color being ignored in mesh import preview render. --- indra/newview/app_settings/shaders/class1/objects/previewV.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/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index f2db314201..da3387e7a5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -61,5 +61,5 @@ void main() 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); - vertex_color = col; + vertex_color = col*color; } -- cgit v1.2.3 From 622d4f39a50f07fe59bef2e7cdbacb3f8e837ee7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 16 Jan 2013 15:20:32 -0600 Subject: MAINT-2242 Fix for shader compilation errors on Intel HD graphics chips. --- .../shaders/class1/objects/previewV.glsl | 39 ++++++++++++++++++++-- 1 file changed, 36 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index da3387e7a5..7f3f84398b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -23,9 +23,6 @@ * $/LicenseInfo$ */ -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; @@ -45,6 +42,42 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +//=================================================================================================== +//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around +//drivers that are picky about functions being declared but not defined even if they aren't called +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float da = clamp(1.0/(la * d), 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} +//==================================================================================================== + + void main() { //transform vertex -- cgit v1.2.3