From f53fa08c7069f7f604f3fcab70d65af8bb616f08 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 2 Mar 2012 13:35:10 -0600 Subject: MAINT-708 Use texture compression to minimize memory bloat (experimental) --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 0e26013152..992618ba11 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7609,6 +7609,17 @@ Value 1 + RenderCompressTextures + + Comment + Enable texture compression on OpenGL 3.0 and later implementations (EXPERIMENTAL, requires restart) + Persist + 1 + Type + Boolean + Value + 0 + RenderPerformanceTest Comment -- cgit v1.2.3 From 106bac8ed77339e7c986b3066bf96210d327898d Mon Sep 17 00:00:00 2001 From: Nat Goodspeed Date: Mon, 5 Mar 2012 21:21:29 -0500 Subject: Alphabetize cmd_line.xml. This separate commit is just to order the keys. Data are unchanged, as established by: $ hg cat -rtip cmd_line.xml >cmd_line.xml.tip $ python Python 2.7.1 (r271:86832, Jul 31 2011, 19:30:53) [GCC 4.2.1 (Based on Apple Inc. build 5658) (LLVM build 2335.15.00)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> from llbase import llsd >>> tipdata = llsd.parse(open("cmd_line.xml.tip").read()) >>> newdata = llsd.parse(open("cmd_line.xml").read()) >>> tipdata == newdata True --- indra/newview/app_settings/cmd_line.xml | 373 ++++++++++++++++---------------- 1 file changed, 187 insertions(+), 186 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml index 15434f2b8f..1a8b4560e6 100644 --- a/indra/newview/app_settings/cmd_line.xml +++ b/indra/newview/app_settings/cmd_line.xml @@ -1,45 +1,101 @@ - help + + analyzeperformance desc - display this help message + When used in conjunction with logperformance, analyzes result of log against baseline. + map-to + AnalyzePerformance + - short - h + autologin + + desc + log in as last saved user + map-to + AutoLogin - port + channel count 1 - map-to - UserConnectionPort + - drop + console count 1 map-to - PacketDropPercentage + ShowConsoleWindow - inbw + cooperative + desc + Yield some idle time to local host. count 1 map-to - InBandwidth + YieldTime - outbw + crashonstartup + + desc + Crashes on startup. For QA use. + map-to + CrashOnStartup + + + debugsession + + desc + Run as if RenderDebugGL is TRUE, but log errors until end of session. + map-to + DebugSession + + + debugviews + + map-to + DebugViews + + + disablecrashlogger + + desc + Disables the crash logger and lets the OS handle crashes + map-to + DisableCrashLogger + + + drop count 1 map-to - OutBandwidth + PacketDropPercentage + + + god + + desc + Log in a god if you have god access. + map-to + ConnectAsGod + + + graphicslevel + + desc + Set the detail level. +0 - low, 1 - medium, 2 - high, 3 - ultra + count + 1 grid @@ -52,16 +108,13 @@ CmdLineGridChoice - loginuri + help desc - login server and CGI script to use - count - 1 - compose - true - map-to - CmdLineLoginURI + display this help message + + short + h helperuri @@ -74,44 +127,60 @@ CmdLineHelperURI - debugviews + ignorepixeldepth + desc + Ignore pixel depth settings. map-to - DebugViews + IgnorePixelDepth - skin + inbw - desc - ui/branding skin folder to use count 1 map-to - SkinFolder + InBandwidth - autologin + logfile + + count + 1 + map-to + UserLogFile + + + login desc - log in as last saved user + 3 tokens: first, last and password + count + 3 map-to - AutoLogin + UserLoginInfo - quitafter + loginpage + desc + Login authentication page to use. count 1 map-to - QuitAfterSeconds + LoginPage - logperformance + loginuri desc - Log performance metrics for benchmarking + login server and CGI script to use + count + 1 + compose + true map-to - LogPerformance + CmdLineLoginURI logmetrics @@ -123,29 +192,35 @@ map-to LogMetrics - - analyzeperformance + + logperformance desc - When used in conjunction with logperformance, analyzes result of log against baseline. + Log performance metrics for benchmarking map-to - AnalyzePerformance + LogPerformance - debugsession + multiple desc - Run as if RenderDebugGL is TRUE, but log errors until end of session. + Allow multiple viewers. map-to - DebugSession + AllowMultipleViewers - replaysession + noaudio + + map-to + NoAudio + + + noinvlib desc - After login, replay last recorded session and quit. + Do not request the inventory library. map-to - ReplaySession + NoInventoryLibrary nonotifications @@ -156,22 +231,10 @@ IgnoreAllNotifications - rotate - - map-to - RotateRight - - - noaudio - - map-to - NoAudio - - - nosound + nopreload map-to - NoAudio + NoPreload noprobe @@ -186,151 +249,134 @@ NoQuickTime - nopreload + nosound map-to - NoPreload + NoAudio - purge + no-verify-ssl-cert - desc - Delete files in the cache. map-to - PurgeCacheOnNextStartup + NoVerifySSLCert - noinvlib + novoice desc - Do not request the inventory library. + Disable voice. map-to - NoInventoryLibrary + CmdLineDisableVoice - logfile + outbw count 1 map-to - UserLogFile + OutBandwidth - graphicslevel + port - desc - Set the detail level. -0 - low, 1 - medium, 2 - high, 3 - ultra count 1 + map-to + UserConnectionPort - setdefault + purge desc - specify the value of a particular configuration variable which can be overridden by settings.xml. - count - 2 - + Delete files in the cache. + map-to + PurgeCacheOnNextStartup - set + qa desc - specify the value of a particular configuration variable that overrides all other settings. - count - 2 - compose - true - + Activated debugging menu in Advanced Settings. + map-to + QAMode - settings + quitafter - desc - Specify the filename of a configuration file. count 1 - + map-to + QuitAfterSeconds - - sessionsettings + + replaysession desc - Specify the filename of a configuration file that contains temporary per-session configuration overrides. - count - 1 - + After login, replay last recorded session and quit. + map-to + ReplaySession - usersessionsettings - - desc - Specify the filename of a configuration file that contains temporary per-session configuration user overrides. - count - 1 - - - - login + rotate - desc - 3 tokens: first, last and password - count - 3 map-to - UserLoginInfo + RotateRight - god + safe desc - Log in a god if you have god access. + Reset preferences, run in safe mode. map-to - ConnectAsGod + SafeMode - console + sessionsettings + desc + Specify the filename of a configuration file that contains temporary per-session configuration overrides. count 1 - map-to - ShowConsoleWindow + - safe + set desc - Reset preferences, run in safe mode. - map-to - SafeMode + specify the value of a particular configuration variable that overrides all other settings. + count + 2 + compose + true + - multiple + setdefault desc - Allow multiple viewers. - map-to - AllowMultipleViewers + specify the value of a particular configuration variable which can be overridden by settings.xml. + count + 2 + - novoice + settings desc - Disable voice. - map-to - CmdLineDisableVoice + Specify the filename of a configuration file. + count + 1 + - url + skin desc - Startup location + ui/branding skin folder to use count 1 - last_option - true - + map-to + SkinFolder slurl @@ -346,69 +392,24 @@ - ignorepixeldepth - - desc - Ignore pixel depth settings. - map-to - IgnorePixelDepth - - - cooperative + url desc - Yield some idle time to local host. - count - 1 - map-to - YieldTime - - - no-verify-ssl-cert - - map-to - NoVerifySSLCert - - - channel - + Startup location count 1 + last_option + true - loginpage + usersessionsettings desc - Login authentication page to use. + Specify the filename of a configuration file that contains temporary per-session configuration user overrides. count 1 - map-to - LoginPage - - - qa - - desc - Activated debugging menu in Advanced Settings. - map-to - QAMode - - - crashonstartup - - desc - Crashes on startup. For QA use. - map-to - CrashOnStartup - - - disablecrashlogger - - desc - Disables the crash logger and lets the OS handle crashes - map-to - DisableCrashLogger + -- cgit v1.2.3 From cb38ceb89fc34105ad2ba2fdfa35faa2918d0346 Mon Sep 17 00:00:00 2001 From: Nat Goodspeed Date: Wed, 14 Mar 2012 15:42:22 -0400 Subject: Add --leap command-line switch to launch one or more LEAP plugins. You can specify one or more instances of --leap 'command line'. Each such command line is parsed using bash-like conventions, notably honoring double quotes, e.g. --leap '"c:/Program Files/Something/something.exe" arg1 arg2'. (Specifying such an argument in a Windows Command Prompt may be tricky.) Such a program should read its stdin and write to its stdout using LLSD Event API Plugin protocol: length:serialized_LLSD where 'length' is the decimal integer count of bytes in serialized_LLSD, ':' is a literal colon character, and 'serialized_LLSD' is notation-format LLSD. A typical LLSD object is a map containing 'pump' and 'data' keys, where 'pump' is the name of the LLEventPump on which to send 'data' (or on which 'data' was received). In particular, the initial LLSD object on stdin mentions the name of this plugin's reply LLEventPump: the LLEventPump that will send every subsequent received event to the plugin's stdin. Anything written to the plugin's stderr will be logged in the viewer log. In addition to being generally useful, this helps debug problems with particular plugins. --- indra/newview/app_settings/cmd_line.xml | 13 +++++++++++++ indra/newview/app_settings/settings.xml | 13 ++++++++++++- 2 files changed, 25 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml index 1a8b4560e6..be79f91919 100644 --- a/indra/newview/app_settings/cmd_line.xml +++ b/indra/newview/app_settings/cmd_line.xml @@ -143,6 +143,19 @@ InBandwidth + leap + + desc + command line to run an LLSD Event API Plugin + count + 1 + + compose + true + map-to + LeapCommand + + logfile count diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 0e26013152..e9dd405bc6 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -4579,6 +4579,17 @@ Value 0 + LeapCommand + + Comment + Zero or more command lines to run LLSD Event API Plugin programs. + Persist + 0 + Type + LLSD + Value + + LSLFindCaseInsensitivity Comment @@ -7142,7 +7153,7 @@ QAModeEventHostPort Comment - Port on which lleventhost should listen + DEPRECATED: Port on which lleventhost should listen Persist 0 Type -- cgit v1.2.3 From 76eeeadeaadf6f7d7b546382f0daac18a2315f81 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 19 Mar 2012 15:31:10 -0500 Subject: MAINT-771 Add RenderAutoHideSurfaceAreaLimit debug setting for protecting against sculpt based crashers. --- indra/newview/app_settings/settings.xml | 35 ++++++++++++--------------------- 1 file changed, 13 insertions(+), 22 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 992618ba11..c11f3cf978 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9112,28 +9112,19 @@ Value 0 - RenderUseShaderLOD - - Comment - Whether we want to have different shaders for LOD - Persist - 1 - Type - Boolean - Value - 1 - - RenderUseShaderNearParticles - - Comment - Whether we want to use shaders on near particles - Persist - 1 - Type - Boolean - Value - 0 - + + RenderAutoHideSurfaceAreaLimit + + Comment + Maximum surface area of a set of proximal objects inworld before automatically hiding geometry to prevent system overload. + Persist + 1 + Type + F32 + Value + 0 + + RenderVBOEnable Comment -- cgit v1.2.3 From 9ce481a5ac41777539416da3e0ec92b098af3e49 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 17:35:50 +0100 Subject: STORM-1819: Ternary/graded shadow support Coalesced patchset. --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 21 ++++++- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 17 +++++- .../shaders/class2/deferred/alphaF.glsl | 30 ++++++---- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 30 ++++++---- .../class2/deferred/alphaNonIndexedNoColorF.glsl | 30 ++++++---- .../shaders/class2/deferred/sunLightF.glsl | 64 +++++++++++++--------- .../shaders/class2/deferred/sunLightSSAOF.glsl | 57 ++++++++++--------- 7 files changed, 159 insertions(+), 90 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index cf8cf8364a..07d5b08191 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,11 +29,18 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +uniform mat4 modelview_projection_matrix; + uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec4 post_pos; +//flat VARYING int foo; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x; +//VARYING vec4 pre_pos; +//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -41,12 +48,20 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - if (alpha < minimum_alpha) + if (alpha < 0.05) // treat as totally transparent { discard; } + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + { + discard; + } + } + frag_color = vec4(1,1,1,1); - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 7d3b06c56e..6397a5c461 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -25,12 +25,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -VARYING vec4 post_pos; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x; +//flat VARYING int foo; +//VARYING vec4 pre_pos; +//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,8 +45,13 @@ void passTextureIndex(); void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - post_pos = pos; + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; + //post_pos = pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + pos_w = pos.w; + pos_zd2 = pos.z * 0.5; + //foo = int(posxw.x); gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 08f6ec63fe..70a5912258 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -58,20 +58,28 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + //stc.x = floor(stc.x + fract(stc.y) * 1.5); + stc.x = floor(stc.x + fract(stc.y*12345)); float cs = shadow2DRect(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); - - return shadow/5.0; + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -101,7 +109,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -114,7 +122,7 @@ void main() 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; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -126,7 +134,7 @@ void main() 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; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -138,7 +146,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index aae6a070e2..5fc4fd72ef 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,20 +71,28 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + //stc.x = floor(stc.x + fract(stc.y) * 1.5); + stc.x = floor(stc.x + fract(stc.y*12345)); float cs = shadow2DRect(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); - - return shadow/5.0; + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -114,7 +122,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -127,7 +135,7 @@ void main() 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; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -139,7 +147,7 @@ void main() 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; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -151,7 +159,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 931577359e..785d50b853 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -70,20 +70,28 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + //stc.x = floor(stc.x + fract(stc.y) * 1.5); + stc.x = floor(stc.x + fract(stc.y*12345)); float cs = shadow2DRect(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); - - return shadow/5.0; + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -113,7 +121,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -126,7 +134,7 @@ void main() 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; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -138,7 +146,7 @@ void main() 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; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -150,7 +158,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 8c4ccf9cb3..b0034addb5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,42 +78,56 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; - + + ////stc.x = floor(stc.x + fract(stc.y*12345)); + //stc.x = floor(stc.x + fract(stc.y)); + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); + + //stc.x = floor(stc.x); + //stc.y = floor(stc.y); + + //stc.x += 0.5; + float cs = shadow2DRect(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); - - return shadow/5.0; - //return shadow; + + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - 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; + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + + return shadow*0.2; } void main() @@ -166,7 +180,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -179,7 +193,7 @@ void main() 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; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } @@ -191,7 +205,7 @@ void main() 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; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } @@ -203,7 +217,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -237,11 +251,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); //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..8aee76d033 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -90,7 +90,7 @@ vec2 getKern(int i) kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - + return kern[i]; } @@ -139,42 +139,47 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; + + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); float cs = shadow2DRect(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); - - return shadow/5.0; - //return shadow; + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - vec2 off = 1.5/proj_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); + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - return shadow/5.0; - - //return shadow; + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + + return shadow*0.2; } void main() @@ -227,7 +232,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -240,7 +245,7 @@ void main() 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; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } @@ -252,7 +257,7 @@ void main() 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; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } @@ -264,7 +269,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -298,11 +303,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; -- cgit v1.2.3 From 442c5cf339ddffb10db9f819704bf77ad941bc28 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:33:07 +0100 Subject: STORM-1819: Ternary/graded shadow support a bunch of trivial clean-ups and commentary. --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 5 ----- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 5 ----- .../newview/app_settings/shaders/class2/deferred/alphaF.glsl | 3 +-- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 3 +-- .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 3 +-- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 11 +---------- 6 files changed, 4 insertions(+), 26 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 07d5b08191..6269a051f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,18 +29,13 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform mat4 modelview_projection_matrix; - uniform float minimum_alpha; uniform sampler2D diffuseMap; -//flat VARYING int foo; VARYING float pos_zd2; VARYING float pos_w; VARYING float target_pos_x; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 6397a5c461..c1f2d90712 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -34,9 +34,6 @@ ATTRIBUTE vec2 texcoord0; VARYING float pos_zd2; VARYING float pos_w; VARYING float target_pos_x; -//flat VARYING int foo; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -47,11 +44,9 @@ void main() //transform vertex vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; - //post_pos = pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; pos_w = pos.w; pos_zd2 = pos.z * 0.5; - //foo = int(posxw.x); gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 70a5912258..a8a3d3efc1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -68,8 +68,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + 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 float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 5fc4fd72ef..d8856a5f1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -81,8 +81,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + 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 float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 785d50b853..f863f07e1a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -80,8 +80,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + 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 float cs = shadow2DRect(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 b0034addb5..be11790881 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -88,20 +88,11 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr stc.xyz /= stc.w; stc.z += shadow_bias*scl; - ////stc.x = floor(stc.x + fract(stc.y*12345)); - //stc.x = floor(stc.x + fract(stc.y)); - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); - - //stc.x = floor(stc.x); - //stc.y = floor(stc.y); - - //stc.x += 0.5; + 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 float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - //return shadow; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs); -- cgit v1.2.3 From 26df2b941e64bc62c3f822d130d7dbc0f2bfc8e4 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:42:47 +0100 Subject: STORM-1819: Ternary/graded shadow support cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix' --- .../app_settings/shaders/class2/deferred/alphaF.glsl | 13 ++++--------- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 13 ++++--------- .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 13 ++++--------- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 13 ++++--------- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 13 ++++--------- 5 files changed, 20 insertions(+), 45 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index a8a3d3efc1..8db4cb58cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -58,11 +58,6 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -73,10 +68,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; 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 d8856a5f1e..33958a5010 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,11 +71,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -86,10 +81,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; 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 f863f07e1a..ba6f3ace53 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -70,11 +70,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -85,10 +80,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index be11790881..37408329f4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,11 +78,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; @@ -93,10 +88,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x,cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 8aee76d033..358e3a3f92 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -139,11 +139,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; @@ -154,10 +149,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } -- cgit v1.2.3 From ab82a96f6e9eecc942aef4a10acd58ba97dfb3fe Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:51:57 +0100 Subject: STORM-1819: Ternary/graded shadow support missed a few spots: cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix' --- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 8 ++++---- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 37408329f4..db3d760359 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -108,10 +108,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 358e3a3f92..dfe108eb01 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -169,10 +169,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; return shadow*0.2; } -- cgit v1.2.3 From b6f2b2f399fc004806e525851e86d04bf446564d Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sun, 22 Apr 2012 19:58:14 +0100 Subject: remove a now-unused uniform. --- .../newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 2 -- 1 file changed, 2 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 6269a051f1..bced4a5577 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,8 +29,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform float minimum_alpha; - uniform sampler2D diffuseMap; VARYING float pos_zd2; -- cgit v1.2.3