From ef0057909fcf7eaee6bdff4a58492fd17ffdd9a4 Mon Sep 17 00:00:00 2001 From: "Nyx (Neal Orman)" Date: Wed, 11 May 2011 12:19:36 -0400 Subject: SH-1522 FIX removed old debugging code that generated avatar_lad_log.txt Old debugging code, should be very low risk to remove. --- indra/newview/llvoavatar.cpp | 12 ------------ 1 file changed, 12 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 4767ba2bed..68637a7ed9 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -5414,18 +5414,6 @@ BOOL LLVOAvatar::loadAvatar() } } - // Uncomment to enable avatar_lad.xml debugging. - std::ofstream file; - file.open("avatar_lad.log"); - for( LLViewerVisualParam* param = (LLViewerVisualParam*) getFirstVisualParam(); - param; - param = (LLViewerVisualParam*) getNextVisualParam() ) - { - param->getInfo()->toStream(file); - file << std::endl; - } - - file.close(); return TRUE; } -- cgit v1.2.3 From 14f6bbadef2c39e58a3b54c0c6212949acf50e45 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 8 Aug 2011 15:29:23 -0500 Subject: SH-2242 Work in progress migrating to glVertexAttrib everywhere --- indra/newview/app_settings/logcontrol.xml | 2 +- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/avatar/avatarSkinV.glsl | 3 +- .../shaders/class1/avatar/avatarV.glsl | 24 +- .../shaders/class1/avatar/eyeballV.glsl | 15 +- .../shaders/class1/avatar/pickAvatarV.glsl | 16 +- .../shaders/class1/deferred/alphaSkinnedV.glsl | 20 +- .../shaders/class1/deferred/alphaV.glsl | 29 ++- .../shaders/class1/deferred/attachmentShadowV.glsl | 10 +- .../shaders/class1/deferred/avatarAlphaV.glsl | 32 +-- .../shaders/class1/deferred/avatarEyesV.glsl | 12 +- .../shaders/class1/deferred/avatarShadowV.glsl | 23 +- .../shaders/class1/deferred/avatarV.glsl | 25 +- .../shaders/class1/deferred/blurLightV.glsl | 6 +- .../shaders/class1/deferred/bumpSkinnedV.glsl | 16 +- .../shaders/class1/deferred/bumpV.glsl | 16 +- .../shaders/class1/deferred/cloudsV.glsl | 11 +- .../shaders/class1/deferred/diffuseSkinnedV.glsl | 15 +- .../shaders/class1/deferred/diffuseV.glsl | 14 +- .../shaders/class1/deferred/fullbrightV.glsl | 16 +- .../app_settings/shaders/class1/deferred/giV.glsl | 12 +- .../shaders/class1/deferred/impostorV.glsl | 10 +- .../shaders/class1/deferred/luminanceV.glsl | 12 +- .../shaders/class1/deferred/multiPointLightV.glsl | 6 +- .../shaders/class1/deferred/pointLightV.glsl | 12 +- .../shaders/class1/deferred/postDeferredV.glsl | 6 +- .../shaders/class1/deferred/postgiV.glsl | 5 +- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 10 +- .../shaders/class1/deferred/shadowV.glsl | 4 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 11 +- .../shaders/class1/deferred/softenLightF.glsl | 6 +- .../shaders/class1/deferred/softenLightV.glsl | 13 +- .../shaders/class1/deferred/starsV.glsl | 10 +- .../shaders/class1/deferred/sunLightV.glsl | 16 +- .../shaders/class1/deferred/terrainV.glsl | 14 +- .../shaders/class1/deferred/treeV.glsl | 12 +- .../shaders/class1/deferred/waterV.glsl | 23 +- .../shaders/class1/effects/glowExtractF.glsl | 2 +- .../shaders/class1/effects/glowExtractV.glsl | 6 +- .../app_settings/shaders/class1/effects/glowV.glsl | 21 +- .../shaders/class1/environment/terrainV.glsl | 23 +- .../shaders/class1/environment/waterV.glsl | 13 +- .../shaders/class1/interface/customalphaV.glsl | 9 +- .../shaders/class1/interface/glowcombineV.glsl | 9 +- .../shaders/class1/interface/highlightF.glsl | 4 +- .../shaders/class1/interface/highlightV.glsl | 18 +- .../shaders/class1/interface/occlusionV.glsl | 4 +- .../shaders/class1/interface/solidcolorV.glsl | 10 +- .../shaders/class1/interface/twotextureaddV.glsl | 9 +- .../app_settings/shaders/class1/interface/uiV.glsl | 10 +- .../app_settings/shaders/class1/objects/bumpV.glsl | 13 +- .../class1/objects/fullbrightShinySkinnedV.glsl | 14 +- .../shaders/class1/objects/fullbrightShinyV.glsl | 14 +- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 14 +- .../shaders/class1/objects/fullbrightV.glsl | 13 +- .../class1/objects/shinySimpleSkinnedV.glsl | 15 +- .../shaders/class1/objects/shinyV.glsl | 13 +- .../shaders/class1/objects/simpleSkinnedV.glsl | 15 +- .../shaders/class1/objects/simpleV.glsl | 18 +- .../shaders/class2/avatar/eyeballV.glsl | 16 +- .../shaders/class2/deferred/alphaSkinnedV.glsl | 27 +- .../shaders/class2/deferred/alphaV.glsl | 31 +-- .../shaders/class2/deferred/avatarAlphaV.glsl | 31 ++- .../shaders/class2/deferred/edgeV.glsl | 5 +- .../shaders/class2/deferred/softenLightV.glsl | 12 +- .../shaders/class2/deferred/sunLightV.glsl | 15 +- .../app_settings/shaders/class2/effects/blurV.glsl | 6 +- .../shaders/class2/effects/drawQuadV.glsl | 10 +- .../shaders/class2/environment/terrainV.glsl | 22 +- .../shaders/class2/lighting/sumLightsV.glsl | 2 - .../shaders/class2/objects/fullbrightShinyV.glsl | 19 +- .../shaders/class2/objects/fullbrightV.glsl | 18 +- .../shaders/class2/objects/shinyV.glsl | 18 +- .../shaders/class2/objects/simpleV.glsl | 20 +- .../shaders/class2/windlight/cloudsV.glsl | 11 +- .../shaders/class2/windlight/skyV.glsl | 10 +- .../shaders/class3/avatar/avatarV.glsl | 27 +- .../shaders/class3/deferred/giDownsampleV.glsl | 6 +- .../shaders/class3/deferred/giFinalV.glsl | 5 +- .../app_settings/shaders/class3/deferred/giV.glsl | 12 +- .../shaders/class3/deferred/luminanceV.glsl | 12 +- .../shaders/class3/deferred/postDeferredV.glsl | 6 +- .../shaders/class3/deferred/postgiV.glsl | 6 +- .../shaders/class3/deferred/softenLightV.glsl | 11 +- .../shaders/class3/lighting/sumLightsV.glsl | 1 - indra/newview/llagent.cpp | 2 +- indra/newview/lldrawpool.cpp | 4 +- indra/newview/lldrawpoolalpha.cpp | 23 +- indra/newview/lldrawpoolalpha.h | 1 + indra/newview/lldrawpoolavatar.cpp | 68 ++--- indra/newview/lldrawpoolbump.cpp | 2 +- indra/newview/lldrawpoolsimple.cpp | 38 +-- indra/newview/lldrawpoolsimple.h | 5 +- indra/newview/lldrawpoolsky.cpp | 6 +- indra/newview/lldrawpoolterrain.cpp | 4 + indra/newview/lldrawpooltree.cpp | 5 +- indra/newview/lldrawpoolwater.cpp | 6 +- indra/newview/lldrawpoolwlsky.cpp | 4 +- indra/newview/lldynamictexture.cpp | 8 + indra/newview/llface.cpp | 48 +++- indra/newview/llface.h | 6 +- indra/newview/llfloaterimagepreview.cpp | 4 +- indra/newview/llfloatermodelpreview.cpp | 16 +- indra/newview/llmanip.cpp | 4 +- indra/newview/llmaniptranslate.cpp | 4 +- indra/newview/llpreviewtexture.cpp | 2 +- indra/newview/llselectmgr.cpp | 4 +- indra/newview/llspatialpartition.cpp | 74 +++--- indra/newview/llspatialpartition.h | 1 - indra/newview/lltexlayer.cpp | 3 + indra/newview/lltextureview.cpp | 4 +- indra/newview/llviewerjointmesh.cpp | 24 +- indra/newview/llviewershadermgr.cpp | 280 +++++++++++++++++---- indra/newview/llviewershadermgr.h | 25 +- indra/newview/llviewerwindow.cpp | 2 +- indra/newview/llvosurfacepatch.cpp | 6 + indra/newview/llvovolume.cpp | 24 +- indra/newview/pipeline.cpp | 56 +++-- indra/newview/pipeline.h | 4 + 119 files changed, 1164 insertions(+), 718 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml index ae72dee900..a76eb3cd37 100644 --- a/indra/newview/app_settings/logcontrol.xml +++ b/indra/newview/app_settings/logcontrol.xml @@ -43,7 +43,7 @@ tags - + diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9bb320d882..ed1e3c2057 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7565,7 +7565,7 @@ Type Boolean Value - 0 + 1 RenderDebugNormalScale diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index d9f29ced4f..81b632e7fa 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -6,8 +6,7 @@ */ - -attribute vec4 weight; //1 +attribute vec4 weight; uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 2796222c68..ec7359d565 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -5,7 +5,9 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -13,31 +15,33 @@ void calcAtmospherics(vec3 inPositionEye); void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; + vec4 pos_in = vec4(position.xyz, 1.0); + mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; - //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + //gl_Position = gl_ModelViewProjectionMatrix * position; gl_FogFragCoord = length(pos.xyz); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0)); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); gl_FrontColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 2eb814bd91..0b075feef5 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -13,16 +17,17 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); vec4 specular = vec4(1.0); - vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); + vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); gl_FrontColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index 86b189b282..dcc891b16f 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -5,21 +5,23 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; mat4 getSkinnedTransform(); void main() { vec4 pos; - + vec4 pos_in = vec4(position, 1.0); mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - gl_FrontColor = gl_Color; - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = diffuse_color; + gl_TexCoord[0] = vec4(texcoord0,0,1); gl_Position = gl_ProjectionMatrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index ac3f7189c2..eeebae4464 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getObjectSkinnedTransform(); @@ -59,7 +63,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; @@ -67,9 +71,9 @@ void main() mat4 trans = getObjectSkinnedTransform(); trans = gl_ModelViewMatrix * trans; - pos = trans * gl_Vertex; + pos = trans * vec4(position.xyz, 1.0); - norm = gl_Vertex.xyz + gl_Normal.xyz; + norm = position.xyz + normal.xyz; norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); vec4 frag_pos = gl_ProjectionMatrix * pos; @@ -80,7 +84,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -90,17 +94,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 44cb78e914..3a17f6a709 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec4 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -62,22 +65,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz, 1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix * vert; + vec4 vert = vec4(position.xyz, 1.0); + vary_texture_index = position.w; + vec4 pos = (gl_ModelViewMatrix * vert); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vec4 pos = (gl_ModelViewMatrix * vert); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 norm = normalize(gl_NormalMatrix * normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -87,7 +90,7 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); @@ -96,10 +99,10 @@ void main() vary_light = gl_LightSource[0].position.xyz; - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = col.rgb*gl_Color.rgb; + col.rgb = col.rgb*diffuse_color.rgb; gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index c7a4f86727..df61785aa1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -5,21 +5,23 @@ * $License$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 68e4055cf2..842931ec17 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -59,20 +62,21 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); vec4 frag_pos = gl_ProjectionMatrix * pos; @@ -82,9 +86,9 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -94,17 +98,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 7bc78fe407..bdea3d2b57 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -6,16 +6,20 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec3 vary_normal; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * gl_Normal); + vary_normal = normalize(gl_NormalMatrix * normal); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index f177fcd8f1..cf6fc1c0ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -9,26 +9,31 @@ mat4 getSkinnedTransform(); -attribute vec4 weight; +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; + varying vec4 post_pos; void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; + vec4 pos_in = vec4(position.xyz, 1.0); mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); pos = gl_ProjectionMatrix * pos; @@ -36,7 +41,7 @@ void main() gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 7eac11287a..e66f8c8483 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; mat4 getSkinnedTransform(); @@ -15,28 +18,28 @@ varying vec3 vary_normal; void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; + vec4 pos_in = vec4(position.xyz, 1.0); mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; - //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - - gl_FrontColor = gl_Color; + + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 862f809de5..016b5e1008 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index dc69519a85..93e00fe523 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -5,7 +5,11 @@ * $License$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec2 texcoord2; varying vec3 vary_mat0; varying vec3 vary_mat1; @@ -15,17 +19,17 @@ mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); - vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); + vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); @@ -33,5 +37,5 @@ void main() vary_mat2 = vec3(t.z, b.z, n.z); gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 5b6726488b..3c28776045 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -5,7 +5,11 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec2 texcoord2; varying vec3 vary_mat0; varying vec3 vary_mat1; @@ -14,16 +18,16 @@ varying vec3 vary_mat2; void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vec3 n = normalize(gl_NormalMatrix * gl_Normal); - vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); + vec3 n = normalize(gl_NormalMatrix * normal); + vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 3eac63076c..9ba5e97a95 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -5,7 +5,8 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky @@ -41,12 +42,12 @@ void main() { // World / view / projection - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position - vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) @@ -142,7 +143,7 @@ void main() // Texture coords - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[0].xy -= 0.5; gl_TexCoord[0].xy /= cloud_scale.x; gl_TexCoord[0].xy += 0.5; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 2c4caea109..fadbe5b9ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -7,27 +7,32 @@ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; + varying vec3 vary_normal; mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); vary_normal = norm.xyz; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index b56d1493c3..e424737702 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -6,6 +6,10 @@ */ +attribute vec4 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; varying vec3 vary_normal; varying float vary_texture_index; @@ -13,11 +17,11 @@ varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vary_texture_index = gl_Vertex.w; - vary_normal = normalize(gl_NormalMatrix * gl_Normal); + vary_texture_index = position.w; + vary_normal = normalize(gl_NormalMatrix * normal); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 2eed044b7c..3e5fc7a36b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -6,6 +6,9 @@ */ +attribute vec4 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -19,18 +22,17 @@ varying float vary_texture_index; void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz, 1.0); - vary_texture_index = gl_Vertex.w; + vec4 vert = vec4(position.xyz, 1.0); + vec4 pos = (gl_ModelViewMatrix * vert); + vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vec4 pos = (gl_ModelViewMatrix * vert); - calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index e86f2896da..d97d7ea82d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -5,6 +5,9 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec2 vary_fragcoord; @@ -14,11 +17,12 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 723777bd3a..cb47f62bbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -5,13 +5,15 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 4baf1fc65a..6a53644723 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -5,8 +5,9 @@ * $/LicenseInfo$ */ - - + +attribute vec3 position; +attribute vec4 diffuse_color; varying vec2 vary_fragcoord; @@ -15,9 +16,10 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 434fb6f534..7db577c07a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -6,15 +6,17 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index c510d8ad77..ac3170d16d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -5,7 +5,9 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec4 vary_light; varying vec4 vary_fragcoord; @@ -13,15 +15,15 @@ varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); gl_Position = pos; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 876f65ee3a..30dbe3f75e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index eebe930666..38525044ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -5,6 +5,7 @@ * $/LicenseInfo$ */ +attribute vec3 position; varying vec2 vary_fragcoord; @@ -13,7 +14,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 58e9bcec58..6bbbfdd8ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -5,19 +5,21 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_FrontColor = gl_Color; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index d40c2d9f78..7a8ac14f5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -5,14 +5,14 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 1ea00f723a..8dfb466e88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -5,7 +5,8 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec2 texcoord0; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky @@ -39,12 +40,12 @@ void main() { // World / view / projection - gl_Position = ftransform(); - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position - vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); - //vec3 P = gl_Vertex.xyz + vec3(0,50,0); + vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + //vec3 P = position.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index d327216a0c..3ba5ee5bd2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -45,7 +45,7 @@ uniform vec3 env_mat[3]; //uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; -varying vec4 vary_light; +uniform vec3 sun_dir; varying vec2 vary_fragcoord; vec3 vary_PositionEye; @@ -265,7 +265,7 @@ void main() norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -286,7 +286,7 @@ void main() // the old infinite-sky shiny reflection // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 745cc01992..5b3f655edf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -6,21 +6,16 @@ */ +attribute vec3 position; uniform vec2 screen_res; -varying vec4 vary_light; varying vec2 vary_fragcoord; void main() { //transform vertex - gl_Position = ftransform(); - - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; - vec4 tex = gl_MultiTexCoord0; - tex.w = 1.0; - - vary_light = gl_MultiTexCoord0; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index c43125dad9..7cdfe445df 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -6,12 +6,14 @@ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 814deb3677..65fa288e88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec4 vary_light; varying vec2 vary_fragcoord; @@ -15,13 +18,14 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 3038fd2966..33b379d70c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -5,7 +5,11 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; varying vec3 vary_normal; @@ -26,14 +30,14 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - vary_normal = normalize(gl_NormalMatrix * gl_Normal); + vary_normal = normalize(gl_NormalMatrix * normal); // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; - vec4 t = gl_MultiTexCoord1; + vec4 t = vec4(texcoord1,0,1); gl_TexCoord[0].zw = t.xy; gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index a9bef4292d..07e56e84db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -6,16 +6,20 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + varying vec3 vary_normal; void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * gl_Normal); + vary_normal = normalize(gl_NormalMatrix * normal); - gl_FrontColor = gl_Color; + gl_FrontColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 5397290b11..b5869e6cb2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; + void calcAtmospherics(vec3 inPositionEye); @@ -29,25 +31,25 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex - vec4 position = gl_Vertex; + vec4 pos = vec4(position.xyz, 1.0); mat4 modelViewProj = gl_ModelViewProjectionMatrix; vec4 oPosition; //get view vector vec3 oEyeVec; - oEyeVec.xyz = position.xyz-eyeVec; + oEyeVec.xyz = pos.xyz-eyeVec; float d = length(oEyeVec.xy); float ld = min(d, 2560.0); - position.xy = eyeVec.xy + oEyeVec.xy/d*ld; + pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; - oPosition = position; + oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); vary_position = gl_ModelViewMatrix * oPosition; oPosition = modelViewProj * oPosition; @@ -55,17 +57,16 @@ void main() refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) - vec3 v = position.xyz; + vec3 v = pos.xyz; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. - position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - position.w = 1.0; - position = position*gl_ModelViewMatrix; - - calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); - + pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); + pos.w = 1.0; + pos = gl_ModelViewMatrix*pos; + calcAtmospherics(pos.xyz); + //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; //get two normal map (detail map) texture coordinates diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 32f5f5f236..1ec0836dcc 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -19,7 +19,6 @@ uniform float warmthAmount; void main() { vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy); - /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); @@ -27,4 +26,5 @@ void main() gl_FragColor.rgb = col.rgb; gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); + } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 76736fed53..b8881e0b19 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -5,11 +5,13 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); - gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; + gl_TexCoord[0].xy = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 9bb41626ae..a05449a77c 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -5,20 +5,21 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec2 texcoord0; uniform vec2 glowDelta; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); - gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5); - gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5); - gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5); - gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5); - gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5); - gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5); - gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5); - gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5); + gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); + gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); + gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5); + gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5); + gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5); + gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5); + gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5); + gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 8af981915b..d0d8aed67e 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -5,6 +5,13 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; +attribute vec2 texcoord2; +attribute vec2 texcoord3; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -26,17 +33,17 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * gl_Vertex; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec4 pos = gl_ModelViewMatrix * position; + vec3 norm = normalize(gl_NormalMatrix * normal); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); gl_FrontColor = color; - gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); - gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1; - gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); - gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3; + gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1); + gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); + gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 831d6a761c..92d4759fe8 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -6,6 +6,7 @@ */ +attribute vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -27,7 +28,6 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex - vec4 position = gl_Vertex; mat4 modelViewProj = gl_ModelViewProjectionMatrix; vec4 oPosition; @@ -45,7 +45,7 @@ void main() d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; - oPosition = position; + oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -55,11 +55,12 @@ void main() v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. - position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - position.w = 1.0; - position = position*gl_ModelViewMatrix; + vec4 pos; + pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); + pos.w = 1.0; + pos = gl_ModelViewMatrix*pos; - calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); + calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index 04bfff22c1..22095bc611 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -5,12 +5,15 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index ce183ec154..46be1c45d3 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -5,11 +5,14 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[1] = gl_MultiTexCoord1; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index f6c6d945de..a0cbdaafb8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -6,10 +6,10 @@ */ - +uniform vec4 highlight_color; uniform sampler2D diffuseMap; void main() { - gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index f114f766bf..0547c44093 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -5,23 +5,13 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = ftransform(); - vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; - pos = normalize(pos); - float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal)); - d *= d; - d = 1.0 - d; - d *= d; - - d = min(d, gl_Color.a*2.0); - - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_FrontColor.rgb = gl_Color.rgb; - gl_FrontColor.a = max(d, gl_Color.a); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 5a5d0ec506..9c528750eb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -5,8 +5,10 @@ * $/LicenseInfo$ */ +attribute vec3 position; + void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index 8401208e28..18c8e394c6 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -5,12 +5,14 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_FrontColor = gl_Color; - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_FrontColor = diffuse_color; + gl_TexCoord[0] = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index f685b112b4..dde4e87c63 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -6,11 +6,14 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[1] = gl_MultiTexCoord1; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index 9ca6cae5c5..ebf2361da4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -6,11 +6,15 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; + void main() { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index 056d1a9582..438a9bec85 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -6,11 +6,16 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; + void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; - gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 5283e80407..5ed2b38f42 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -15,21 +19,21 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 31e0f0a429..4063294c51 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -14,18 +18,18 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 norm = normalize(gl_NormalMatrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 1db79791de..316c93c36a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -6,6 +6,9 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -13,21 +16,16 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); - calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 3382384c99..d88612765c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -5,21 +5,24 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index eea41bb4f0..41a9cd2fe6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -5,7 +5,10 @@ * $License$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -16,21 +19,21 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 68a086dbc1..4757295470 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -14,14 +17,14 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index af92e5e002..fbda2e70d2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -5,7 +5,10 @@ * $License$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -14,21 +17,21 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index b493f76fcc..39fad42acb 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -13,16 +16,15 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_FogFragCoord = pos.z; diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 3e8b719f93..e6d5c00c4d 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -13,17 +17,17 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - - vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); // vec4 specular = specularColor; vec4 specular = vec4(1.0); - vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); + vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); gl_FrontColor = color; gl_FogFragCoord = pos.z; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 948a52da5b..97fe7029e1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -5,7 +5,10 @@ * $License$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -59,18 +62,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*position).xyz; gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); - vec4 n = gl_Vertex; - n.xyz += gl_Normal.xyz; + vec4 n = position; + n.xyz += normal.xyz; n.xyz = (mat*n).xyz; n.xyz = normalize(n.xyz-pos.xyz); @@ -81,8 +84,8 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -92,23 +95,23 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); gl_FrontColor = col; gl_FogFragCoord = pos.z; - pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz; + pos.xyz = (gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index f616ecc872..91dcca4607 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -5,7 +5,10 @@ * $/LicenseInfo$ */ - +attribute vec4 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -61,22 +64,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz, 1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix * vert; - - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - + vec4 vert = vec4(position.xyz, 1.0); + vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -86,17 +89,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = col.rgb*gl_Color.rgb; + col.rgb = col.rgb*diffuse_color.rgb; gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 01e40afc4f..65c3e5da10 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -61,20 +65,21 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], gl_Vertex); - pos.y = dot(trans[1], gl_Vertex); - pos.z = dot(trans[2], gl_Vertex); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); pos.w = 1.0; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; @@ -84,9 +89,9 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -96,17 +101,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*gl_Color.rgb; + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*gl_Color.rgb; - vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + vary_ambient = col.rgb*diffuse_color.rgb; + vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 393084a3db..5e19a3b043 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -6,6 +6,7 @@ */ +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +14,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 745cc01992..d2e3415d91 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; uniform vec2 screen_res; @@ -14,13 +16,11 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; - tex.w = 1.0; - - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 814deb3677..6795b55dc6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -5,6 +5,10 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec4 vary_light; @@ -15,13 +19,14 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index de469542f9..68f79fba82 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; uniform vec2 texelSize; uniform vec2 blurDirection; @@ -14,10 +16,10 @@ uniform float blurWidth; void main(void) { // Transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); - vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0); + vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); // for (int i = 0; i < 7; i++) { // gl_TexCoord[i].st = s + (i * blurDelta); diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index 9c52b8dd5d..7dd2ead200 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -6,11 +6,15 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec2 texcoord1; + void main(void) { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[1] = gl_MultiTexCoord1; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 2658bee88d..b5367b5dae 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -6,6 +6,12 @@ */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; + void calcAtmospherics(vec3 inPositionEye); @@ -28,24 +34,24 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + + vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0); + vec3 norm = normalize(gl_NormalMatrix * normal); - vec4 pos = gl_ModelViewMatrix * gl_Vertex; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + calcAtmospherics(pos.xyz); /// Potentially better without it for water. pos /= pos.w; - calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); - - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); gl_FrontColor = color; // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; - vec4 t = gl_MultiTexCoord1; + vec4 t = vec4(texcoord1,0,1); gl_TexCoord[0].zw = t.xy; gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 3d43a1813a..bc927cfdb6 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -5,8 +5,6 @@ * $/LicenseInfo$ */ - - float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index f49e74406f..72a18c6858 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -13,23 +13,28 @@ uniform vec4 origin; varying float vary_texture_index; +attribute vec4 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; + void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz,1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix*vert; - + vec4 vert = vec4(position.xyz,1.0); + vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + vec3 norm = normalize(gl_NormalMatrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 3076fa3260..cf8ea23c36 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -5,6 +5,11 @@ * $/LicenseInfo$ */ + +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; void calcAtmospherics(vec3 inPositionEye); @@ -14,16 +19,15 @@ varying float vary_texture_index; void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz,1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - + vec4 vert = vec4(position.xyz,1.0); + vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); - + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + calcAtmospherics(pos.xyz); - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 49992d3535..5d633f53d5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -6,6 +6,10 @@ */ +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -18,20 +22,20 @@ uniform vec4 origin; void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz,1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix*vert; - + vec4 vert = vec4(position.xyz,1.0); + vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + vec3 norm = normalize(gl_NormalMatrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); - gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0)); + gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 5e02391767..4f53cde40c 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -7,6 +7,11 @@ +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -15,18 +20,19 @@ varying float vary_texture_index; void main() { //transform vertex - vec4 vert = vec4(gl_Vertex.xyz,1.0); - vary_texture_index = gl_Vertex.w; - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - + vec4 vert = vec4(position.xyz,1.0); + vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + + - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_FogFragCoord = pos.z; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 3eac63076c..9ba5e97a95 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -5,7 +5,8 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky @@ -41,12 +42,12 @@ void main() { // World / view / projection - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position - vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) @@ -142,7 +143,7 @@ void main() // Texture coords - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[0].xy -= 0.5; gl_TexCoord[0].xy /= cloud_scale.x; gl_TexCoord[0].xy += 0.5; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 1ea00f723a..31c995a542 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky @@ -39,12 +41,12 @@ void main() { // World / view / projection - gl_Position = ftransform(); - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position - vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); - //vec3 P = gl_Vertex.xyz + vec3(0,50,0); + vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + //vec3 P = position.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 3d970d252c..f65dfff42f 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -5,38 +5,39 @@ * $/LicenseInfo$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec4 clothing; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); -attribute vec4 clothing; //4 - -attribute vec4 gWindDir; //7 -attribute vec4 gSinWaveParams; //3 -attribute vec4 gGravity; //5 +uniform vec4 gWindDir; +uniform vec4 gSinWaveParams; +uniform vec4 gGravity; const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2} void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; mat4 trans = getSkinnedTransform(); vec3 norm; - norm.x = dot(trans[0].xyz, gl_Normal); - norm.y = dot(trans[1].xyz, gl_Normal); - norm.z = dot(trans[2].xyz, gl_Normal); + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); //wind vec4 windEffect; windEffect = vec4(dot(norm, gWindDir.xyz)); - pos.x = dot(trans[2].xyz, gl_Vertex.xyz); + pos.x = dot(trans[2].xyz, position.xyz); windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) + windEffect.xyz; windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] @@ -83,7 +84,7 @@ void main() sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation - offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w + offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) //add "backlighting" effect @@ -101,7 +102,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0)); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix * pos; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index eebe930666..b769e1ee1d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 7e20d71529..057d36ed22 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -5,6 +5,7 @@ * $/LicenseInfo$ */ +attribute vec3 position; varying vec2 vary_fragcoord; @@ -13,7 +14,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index e86f2896da..d97d7ea82d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -5,6 +5,9 @@ * $/LicenseInfo$ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; varying vec2 vary_fragcoord; @@ -14,11 +17,12 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; + vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index 9afeac6ddf..5bdb69fb6f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -5,18 +5,20 @@ * $/LicenseInfo$ */ - - varying vec2 vary_fragcoord; uniform vec2 screen_res; +attribute vec3 position; +attribute vec4 diffuse_color; + void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = gl_Color; + gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 876f65ee3a..2581098609 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index eebe930666..ed6fd1ee80 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - +attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -13,7 +13,7 @@ uniform vec2 screen_res; void main() { //transform vertex - gl_Position = ftransform(); - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 745cc01992..9872c9f366 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -6,6 +6,8 @@ */ +attribute vec3 position; +attribute vec2 texcoord0; uniform vec2 screen_res; @@ -14,13 +16,10 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = pos; - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - vec4 tex = gl_MultiTexCoord0; - tex.w = 1.0; - - vary_light = gl_MultiTexCoord0; + vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 24bbc0a1a1..9144b8361f 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,6 @@ */ - float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index 492cfe7c1b..e3be6b0402 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -3925,7 +3925,7 @@ void LLAgent::renderAutoPilotTarget() gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // lovely green - glColor4f(0.f, 1.f, 1.f, 1.f); + gGL.diffuseColor4f(0.f, 1.f, 1.f, 1.f); target_global = mAutoPilotTargetGlobal; diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 286284f828..0c572def72 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -384,7 +384,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE; void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color) { - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); } void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color) @@ -394,7 +394,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color) void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a) { - glColor4f(r,g,b,a); + gGL.diffuseColor4f(r,g,b,a); } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 9719140a37..ef8819d9b5 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -54,7 +54,7 @@ static BOOL deferred_render = FALSE; LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), - simple_shader(NULL), fullbright_shader(NULL), + simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL), mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF), mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF) { @@ -175,11 +175,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) { simple_shader = &gObjectSimpleWaterAlphaMaskProgram; fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram; + emissive_shader = &gObjectEmissiveWaterProgram; } else { simple_shader = &gObjectSimpleAlphaMaskProgram; fullbright_shader = &gObjectFullbrightAlphaMaskProgram; + emissive_shader = &gObjectEmissiveProgram; } if (mVertexShaderLevel > 0) @@ -319,20 +321,22 @@ void LLDrawPoolAlpha::render(S32 pass) BOOL shaders = gPipeline.canUseVertexShaders(); if(shaders) { - gObjectFullbrightNonIndexedProgram.bind(); + gHighlightProgram.bind(); + gHighlightProgram.uniform4f("highlight_color", 1,0,0,1); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gGL.diffuseColor4f(1,0,0,1); } - glColor4f(1,0,0,1); + LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); if(shaders) { - gObjectFullbrightNonIndexedProgram.unbind(); + gHighlightProgram.unbind(); } } } @@ -489,22 +493,25 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. if (draw_glow_for_this_partition && - params.mGlowColor.mV[3] > 0) + params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { // install glow-accumulating blend mode gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + emissive_shader->bind(); + // glow doesn't use vertex colors from the mesh data - params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR); - glColor4ubv(params.mGlowColor.mV); - + params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); + // do the actual drawing, again params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); // restore our alpha blend mode gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + current_shader->bind(); } if (tex_setup) diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h index 12a7ae92b1..a4245e561d 100644 --- a/indra/newview/lldrawpoolalpha.h +++ b/indra/newview/lldrawpoolalpha.h @@ -78,6 +78,7 @@ private: LLGLSLShader* target_shader; LLGLSLShader* simple_shader; LLGLSLShader* fullbright_shader; + LLGLSLShader* emissive_shader; // our 'normal' alpha blend function for this pass LLRender::eBlendFactor mColorSFactor; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 694b7dcedd..dae995e1f5 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -263,7 +263,6 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha() gPipeline.bindDeferredShader(*sVertexProgram); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); } void LLDrawPoolAvatar::beginDeferredRiggedAlpha() @@ -314,8 +313,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha() // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; sSkipOpaque = FALSE; - disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - + gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; sShaderLevel = mVertexShaderLevel; @@ -362,13 +360,12 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) } //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); - enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); } } else @@ -389,7 +386,6 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass) { sRenderingSkinned = FALSE; sVertexProgram->unbind(); - disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); } } else @@ -492,11 +488,6 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass) //reset vertex buffer mappings LLVertexBuffer::unbind(); - if (pass == 0) - { //make sure no stale colors are left over from a previous render - glColor4f(1,1,1,1); - } - if (LLPipeline::sImpostorRender) { //impostor render does not have impostors or rigid rendering pass += 2; @@ -535,6 +526,11 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass) beginRiggedGlow(); break; } + + if (pass == 0) + { //make sure no stale colors are left over from a previous render + gGL.diffuseColor4f(1,1,1,1); + } } void LLDrawPoolAvatar::endRenderPass(S32 pass) @@ -604,11 +600,11 @@ void LLDrawPoolAvatar::beginRigid() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram; + sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { - sVertexProgram = &gObjectAlphaMaskNonIndexedProgram; + sVertexProgram = &gObjectAlphaMaskNoColorProgram; } if (sVertexProgram != NULL) @@ -692,11 +688,11 @@ void LLDrawPoolAvatar::beginSkinned() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram; + sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { - sVertexProgram = &gObjectAlphaMaskNonIndexedProgram; + sVertexProgram = &gObjectAlphaMaskNoColorProgram; } } @@ -705,17 +701,6 @@ void LLDrawPoolAvatar::beginSkinned() sRenderingSkinned = TRUE; sVertexProgram->bind(); - if (sShaderLevel >= SHADER_LEVEL_CLOTH) - { - enable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]); - } - enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - - if (sShaderLevel >= SHADER_LEVEL_BUMP) - { - enable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]); - } - sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(0)->activate(); } @@ -743,16 +728,6 @@ void LLDrawPoolAvatar::endSkinned() sRenderingSkinned = FALSE; sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(0)->activate(); - disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - if (sShaderLevel >= SHADER_LEVEL_BUMP) - { - disable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]); - } - if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) - { - disable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]); - } - sVertexProgram->unbind(); sShaderLevel = mVertexShaderLevel; } @@ -1027,8 +1002,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned() sVertexProgram->bind(); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - gGL.getTexUnit(0)->activate(); } @@ -1036,7 +1009,6 @@ void LLDrawPoolAvatar::endDeferredSkinned() { // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; - disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); sVertexProgram->unbind(); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); @@ -1150,10 +1122,10 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) return; } - if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view + /*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view { gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f)); - } + }*/ if (pass == 1) { @@ -1262,16 +1234,16 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) wind = wind * rot_mat; wind.mV[VW] = avatarp->mWindVec.mV[VW]; - sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_WIND, wind.mV); + sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV); F32 phase = -1.f * (avatarp->mRipplePhase); F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f); LLVector4 sin_params(freq, freq, freq, phase); - sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_SINWAVE, sin_params.mV); + sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV); LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f); gravity = gravity * rot_mat; - sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_GRAVITY, gravity.mV); + sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV); } if( !single_avatar || (avatarp == single_avatar) ) @@ -1509,7 +1481,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) if (glow) { - glColor4f(0,0,0,face->getTextureEntry()->getGlow()); + gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow()); } gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture()); @@ -1662,7 +1634,7 @@ LLVertexBufferAvatar::LLVertexBufferAvatar() void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const { - if (sRenderingSkinned) + /*if (sRenderingSkinned) { U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; @@ -1686,8 +1658,8 @@ void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const } } else - { + {*/ LLVertexBuffer::setupVertexBuffer(data_mask); - } + //} } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index d801f6df18..a0990ca645 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -762,7 +762,7 @@ void LLDrawPoolBump::renderBump(U32 pass) LLGLDisable fog(GL_FOG); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL); LLGLEnable blend(GL_BLEND); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); /// Get rid of z-fighting with non-bump pass. LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index eec4ee6bac..582e462871 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -80,6 +80,18 @@ void LLDrawPoolGlow::endPostDeferredPass(S32 pass) LLRenderPass::endRenderPass(pass); } +S32 LLDrawPoolGlow::getNumPasses() +{ + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0) + { + return 1; + } + else + { + return 0; + } +} + void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(FTM_RENDER_GLOW); @@ -93,39 +105,29 @@ void LLDrawPoolGlow::render(S32 pass) U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); - if (shader_level > 0 && fullbright_shader) - { - fullbright_shader->bind(); - } - else - { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - } + //should never get here without basic shaders enabled + llassert(shader_level > 0); + + LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram; + shader->bind(); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); - if (shader_level > 1) - { - pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); - } - else - { - renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); - } + pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); if (shader_level > 0 && fullbright_shader) { - fullbright_shader->unbind(); + shader->unbind(); } } void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { - glColor4ubv(params.mGlowColor.mV); + //gGL.diffuseColor4ubv(params.mGlowColor.mV); LLRenderPass::pushBatch(params, mask, texture, batch_textures); } diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h index 3811b3d398..bd62bc7502 100644 --- a/indra/newview/lldrawpoolsimple.h +++ b/indra/newview/lldrawpoolsimple.h @@ -118,7 +118,8 @@ public: enum { VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX | - LLVertexBuffer::MAP_TEXCOORD0 + LLVertexBuffer::MAP_TEXCOORD0 | + LLVertexBuffer::MAP_EMISSIVE }; virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; } @@ -130,6 +131,8 @@ public: /*virtual*/ void endPostDeferredPass(S32 pass); /*virtual*/ void renderPostDeferred(S32 pass); + /*virtual*/ S32 getNumPasses(); + void render(S32 pass = 0); void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE); diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index efffb2df9e..d1c8fa5fc9 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -84,7 +84,7 @@ void LLDrawPoolSky::render(S32 pass) } else if (LLGLSLShader::sNoFixedFunction) { //just use the UI shader (generic single texture no lighting) - gUIProgram.bind(); + gOneTextureNoColorProgram.bind(); } else { @@ -118,7 +118,7 @@ void LLDrawPoolSky::render(S32 pass) S32 face_count = (S32)mDrawFace.size(); LLVertexBuffer::unbind(); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); for (S32 i = 0; i < llmin(6, face_count); ++i) { @@ -146,7 +146,7 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side) LLGLEnable blend(GL_BLEND); mSkyTex[side].bindTexture(FALSE); - glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled + gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled face.renderIndexed(); } } diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 3daa0f8261..8d6b31912a 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -106,6 +106,10 @@ U32 LLDrawPoolTerrain::getVertexDataMask() { return LLVertexBuffer::MAP_VERTEX; } + else if (LLGLSLShader::sCurBoundShaderPtr) + { + return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3); + } else { return VERTEX_DATA_MASK; diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index a6e0151114..50a52ac4cf 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -65,17 +65,18 @@ void LLDrawPoolTree::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - shader = &gObjectAlphaMaskNonIndexedWaterProgram; + shader = &gTreeWaterProgram; } else { - shader = &gObjectAlphaMaskNonIndexedProgram; + shader = &gTreeProgram; } if (gPipeline.canUseVertexShaders()) { shader->bind(); shader->setAlphaRange(0.5f, 1.f); + gGL.diffuseColor4f(1,1,1,1); } else { diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 31c14361b5..ae1598907b 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -219,7 +219,7 @@ void LLDrawPoolWater::render(S32 pass) water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); } - glColor4fv(water_color.mV); + gGL.diffuseColor4fv(water_color.mV); // Automatically generate texture coords for detail map glEnable(GL_TEXTURE_GEN_S); //texture unit 1 @@ -383,7 +383,7 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); - glColor3f(1.f, 1.f, 1.f); + gGL.diffuseColor3f(1.f, 1.f, 1.f); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) @@ -623,8 +623,6 @@ void LLDrawPoolWater::shade() water_color.mV[3] = 0.9f; } - glColor4fv(water_color.mV); - { LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0); LLGLDisable cullface(GL_CULL_FACE); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 79a835fd14..e4de92490e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -100,12 +100,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { sky_shader = LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : + &gObjectFullbrightNoColorWaterProgram : &gWLSkyProgram; cloud_shader = LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : + &gObjectFullbrightNoColorWaterProgram : &gWLCloudProgram; } diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index f781d5f3ff..799866091b 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -40,6 +40,7 @@ #include "llvertexbuffer.h" #include "llviewerdisplay.h" #include "llrender.h" +#include "llglslshader.h" // static LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ]; @@ -206,6 +207,12 @@ BOOL LLViewerDynamicTexture::updateAllInstances() return TRUE; } + LLGLSLShader::bindNoShader(); + LLVertexBuffer::unbind(); + //allow fixed function when rendering dynamic textures + bool no_fixed = LLGLSLShader::sNoFixedFunction; + LLGLSLShader::sNoFixedFunction = false; + BOOL result = FALSE; BOOL ret = FALSE ; for( S32 order = 0; order < ORDER_COUNT; order++ ) @@ -236,6 +243,7 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } + LLGLSLShader::sNoFixedFunction = no_fixed; return ret; } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 432e61f6d8..f5a8013f4d 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -362,8 +362,8 @@ void LLFace::setSize(S32 num_vertices, S32 num_indices, bool align) { if (align) { - //allocate vertices in blocks of 4 for alignment - num_vertices = (num_vertices + 0x3) & ~0x3; + //allocate vertices in blocks of 16 for alignment + num_vertices = (num_vertices + 0xF) & ~0xF; } if (mGeomCount != num_vertices || @@ -503,7 +503,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix); } - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); if (mDrawablep->isState(LLDrawable::RIGGED)) { @@ -1055,6 +1055,7 @@ static LLFastTimer::DeclareTimer FTM_FACE_GEOM_POSITION("Position"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_NORMAL("Normal"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_TEXTURE("Texture"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_COLOR("Color"); +static LLFastTimer::DeclareTimer FTM_FACE_GEOM_EMISSIVE("Emissive"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_WEIGHTS("Weights"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_BINORMAL("Binormal"); static LLFastTimer::DeclareTimer FTM_FACE_GEOM_INDEX("Index"); @@ -1124,6 +1125,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION); bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR); + bool rebuild_emissive = rebuild_color && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE); bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD); bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL); bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL); @@ -1758,6 +1760,44 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, } } + if (rebuild_emissive) + { + LLFastTimer t(FTM_FACE_GEOM_EMISSIVE); + LLStrider emissive; + mVertexBuffer->getEmissiveStrider(emissive, mGeomIndex, mGeomCount, map_range); + + U8 glow = (U8) llclamp((S32) (getTextureEntry()->getGlow()*255), 0, 255); + + LLVector4a src; + + + U32 glow32 = glow | + (glow << 8) | + (glow << 16) | + (glow << 24); + + U32 vec[4]; + vec[0] = vec[1] = vec[2] = vec[3] = glow32; + + src.loadua((F32*) vec); + + LLVector4a* dst = (LLVector4a*) emissive.get(); + S32 num_vecs = num_vertices/16; + if (num_vertices%16 > 0) + { + ++num_vecs; + } + + for (S32 i = 0; i < num_vecs; i++) + { + dst[i] = src; + } + + if (map_range) + { + mVertexBuffer->setBuffer(0); + } + } if (rebuild_tcoord) { mTexExtents[0].setVec(0,0); @@ -2095,7 +2135,7 @@ void LLFace::renderSetColor() const { const LLColor4* color = &(getRenderColor()); - glColor4fv(color->mV); + gGL.diffuseColor4fv(color->mV); } } diff --git a/indra/newview/llface.h b/indra/newview/llface.h index b5eaeecd60..82e4ab61b7 100644 --- a/indra/newview/llface.h +++ b/indra/newview/llface.h @@ -329,13 +329,9 @@ public: { return lhs->getTexture() < rhs->getTexture(); } - else if (lte->getBumpShinyFullbright() != rte->getBumpShinyFullbright()) - { - return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright(); - } else { - return lte->getGlow() < rte->getGlow(); + return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright(); } } }; diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index e4d8e3513d..dc4c15316a 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -691,7 +691,7 @@ BOOL LLImagePreviewAvatar::render() LLVertexBuffer::unbind(); avatarp->updateLOD(); - + if (avatarp->mDrawable.notNull()) { LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); @@ -699,7 +699,7 @@ BOOL LLImagePreviewAvatar::render() LLGLDisable no_blend(GL_BLEND); LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool(); - + gPipeline.enableLightsPreview(); avatarPoolp->renderAvatars(avatarp); // renders only one avatar } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index ab6753b4be..9f9bbee4b5 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -4826,7 +4826,7 @@ BOOL LLModelPreview::render() if (textures) { - glColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); if (i < instance.mMaterial.size() && instance.mMaterial[i].mDiffuseMap.notNull()) { if (instance.mMaterial[i].mDiffuseMap->getDiscardLevel() > -1) @@ -4838,12 +4838,12 @@ BOOL LLModelPreview::render() } else { - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); } buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glColor3f(0.4f, 0.4f, 0.4f); + gGL.diffuseColor3f(0.4f, 0.4f, 0.4f); if (edges) { @@ -4945,11 +4945,11 @@ BOOL LLModelPreview::render() buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glColor4f(0.4f, 0.4f, 0.0f, 0.4f); + gGL.diffuseColor4f(0.4f, 0.4f, 0.0f, 0.4f); buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); - glColor3f(1.f, 1.f, 0.f); + gGL.diffuseColor3f(1.f, 1.f, 0.f); glLineWidth(2.f); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -4969,7 +4969,7 @@ BOOL LLModelPreview::render() //show degenerate triangles LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); LLGLDisable cull(GL_CULL_FACE); - glColor4f(1.f,0.f,0.f,1.f); + gGL.diffuseColor4f(1.f,0.f,0.f,1.f); const LLVector4a scale(0.5f); for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter) @@ -5133,10 +5133,10 @@ BOOL LLModelPreview::render() } buffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0); - glColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0); - glColor3f(0.4f, 0.4f, 0.4f); + gGL.diffuseColor3f(0.4f, 0.4f, 0.4f); if (edges) { diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp index 85e0043651..d10f6562f7 100644 --- a/indra/newview/llmanip.cpp +++ b/indra/newview/llmanip.cpp @@ -466,11 +466,11 @@ void LLManip::renderXYZ(const LLVector3 &vec) feedback_string = llformat("X: %.3f", vec.mV[VX]); hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -102.f, (F32)vertical_offset, LLColor4(1.f, 0.5f, 0.5f, 1.f), FALSE); - glColor3f(0.5f, 1.f, 0.5f); + gGL.diffuseColor3f(0.5f, 1.f, 0.5f); feedback_string = llformat("Y: %.3f", vec.mV[VY]); hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -27.f, (F32)vertical_offset, LLColor4(0.5f, 1.f, 0.5f, 1.f), FALSE); - glColor3f(0.5f, 0.5f, 1.f); + gGL.diffuseColor3f(0.5f, 0.5f, 1.f); feedback_string = llformat("Z: %.3f", vec.mV[VZ]); hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, 48.f, (F32)vertical_offset, LLColor4(0.5f, 0.5f, 1.f, 1.f), FALSE); } diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index f871df0c36..c4f8369cd0 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1665,7 +1665,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, glStencilFunc(GL_ALWAYS, 0, stencil_mask); gGL.setColorMask(false, false); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); //setup clip plane normal = normal * grid_rotation; @@ -2239,7 +2239,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_ break; } - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]); glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f); diff --git a/indra/newview/llpreviewtexture.cpp b/indra/newview/llpreviewtexture.cpp index 18d6731fcb..3ff5a05d81 100644 --- a/indra/newview/llpreviewtexture.cpp +++ b/indra/newview/llpreviewtexture.cpp @@ -169,7 +169,7 @@ void LLPreviewTexture::draw() saveAs(); } // Draw the texture - glColor3f( 1.f, 1.f, 1.f ); + gGL.diffuseColor3f( 1.f, 1.f, 1.f ); gl_draw_scaled_image(interior.mLeft, interior.mBottom, interior.getWidth(), diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 26b2b0f5c3..8aa24e9261 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5638,7 +5638,7 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); { - glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); pushWireframe(drawable); } } @@ -5646,7 +5646,7 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) gGL.flush(); gGL.setSceneBlendType(LLRender::BT_ALPHA); - glColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); LLGLEnable offset(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index e23b431457..064eaa49dd 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2503,7 +2503,7 @@ void pushVertsColorCoded(LLSpatialGroup* group, U32 mask) { params = *j; LLRenderPass::applyModelMatrix(*params); - glColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f); + gGL.diffuseColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f); params->mVertexBuffer->setBuffer(mask); params->mVertexBuffer->drawRange(params->mParticle ? LLRender::POINTS : LLRender::TRIANGLES, params->mStart, params->mEnd, params->mCount, params->mOffset); @@ -2560,11 +2560,11 @@ void renderOctree(LLSpatialGroup* group) { if (gFrameTimeSeconds - face->mLastUpdateTime < 0.5f) { - glColor4f(0, 1, 0, group->mBuilt); + gGL.diffuseColor4f(0, 1, 0, group->mBuilt); } else if (gFrameTimeSeconds - face->mLastMoveTime < 0.5f) { - glColor4f(1, 0, 0, group->mBuilt); + gGL.diffuseColor4f(1, 0, 0, group->mBuilt); } else { @@ -2661,7 +2661,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) if (render_objects) { LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); - glColor4f(0, 0.5f, 0, 0.5f); + gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); gGL.color4f(0, 0.5f, 0, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } @@ -2671,7 +2671,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) if (render_objects) { - glColor4f(0.f, 0.5f, 0.f,1.f); + gGL.diffuseColor4f(0.f, 0.5f, 0.f,1.f); gGL.color4f(0.f, 0.5f, 0.f, 1.f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } @@ -2680,7 +2680,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) if (render_objects) { - glColor4f(0.f, 0.75f, 0.f,0.5f); + gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); gGL.color4f(0.f, 0.75f, 0.f, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } @@ -2689,11 +2689,11 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) LLVertexBuffer::unbind(); group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX); - glColor4f(1.0f, 0.f, 0.f, 0.5f); + gGL.diffuseColor4f(1.0f, 0.f, 0.f, 0.5f); group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0])); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - glColor4f(1.0f, 1.f, 1.f, 1.0f); + gGL.diffuseColor4f(1.0f, 1.f, 1.f, 1.0f); group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0])); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }*/ @@ -2726,23 +2726,23 @@ void renderUpdateType(LLDrawable* drawablep) switch (vobj->getLastUpdateType()) { case OUT_FULL: - glColor4f(0,1,0,0.5f); + gGL.diffuseColor4f(0,1,0,0.5f); break; case OUT_TERSE_IMPROVED: - glColor4f(0,1,1,0.5f); + gGL.diffuseColor4f(0,1,1,0.5f); break; case OUT_FULL_COMPRESSED: if (vobj->getLastUpdateCached()) { - glColor4f(1,0,0,0.5f); + gGL.diffuseColor4f(1,0,0,0.5f); } else { - glColor4f(1,1,0,0.5f); + gGL.diffuseColor4f(1,1,0,0.5f); } break; case OUT_FULL_CACHED: - glColor4f(0,0,1,0.5f); + gGL.diffuseColor4f(0,0,1,0.5f); break; default: llwarns << "Unknown update_type " << vobj->getLastUpdateType() << llendl; @@ -2936,7 +2936,7 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo { if (!decomp->mBaseHullMesh.empty()) { - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mBaseHullMesh.mPositions, decomp->mBaseHullMesh.mNormals); } else @@ -2956,13 +2956,13 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color) { - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals); LLGLEnable offset(GL_POLYGON_OFFSET_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); - glColor4fv(line_color.mV); + gGL.diffuseColor4fv(line_color.mV); LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals); glLineWidth(1.f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); @@ -3044,11 +3044,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) else if (!decomp->mPhysicsShapeMesh.empty()) { //decomp has physics mesh, render that mesh - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - glColor4fv(line_color.mV); + gGL.diffuseColor4fv(line_color.mV); LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } @@ -3174,7 +3174,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - glColor4fv(line_color.mV); + gGL.diffuseColor4fv(line_color.mV); LLVertexBuffer::unbind(); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0); @@ -3182,7 +3182,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints); glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); } @@ -3216,7 +3216,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) volume_params.setShear ( 0, 0 ); LLVolume* sphere = LLPrimitive::sVolumeManager->refVolume(volume_params, 3); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); pushVerts(sphere); LLPrimitive::sVolumeManager->unrefVolume(sphere); } @@ -3230,7 +3230,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) volume_params.setShear ( 0, 0 ); LLVolume* cylinder = LLPrimitive::sVolumeManager->refVolume(volume_params, 3); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); pushVerts(cylinder); LLPrimitive::sVolumeManager->unrefVolume(cylinder); } @@ -3242,10 +3242,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVolume* phys_volume = LLPrimitive::sVolumeManager->refVolume(volume_params, detail); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - glColor4fv(line_color.mV); + gGL.diffuseColor4fv(line_color.mV); pushVerts(phys_volume); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); pushVerts(phys_volume); LLPrimitive::sVolumeManager->unrefVolume(phys_volume); @@ -3263,10 +3263,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0); LLVertexBuffer::unbind(); glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints); - glColor4fv(line_color.mV); + gGL.diffuseColor4fv(line_color.mV); glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); } @@ -3290,10 +3290,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) gGL.popMatrix(); /*{ //analytical shape, just push visual rep. - glColor3fv(color.mV); + gGL.diffuseColor3fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); pushVerts(drawable, data_mask); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); pushVerts(drawable, data_mask); }*/ @@ -3335,10 +3335,10 @@ void renderPhysicsShapes(LLSpatialGroup* group) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); buff->setBuffer(LLVertexBuffer::MAP_VERTEX); - glColor3f(0.2f, 0.5f, 0.3f); + gGL.diffuseColor3f(0.2f, 0.5f, 0.3f); buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0); - glColor3f(0.2f, 1.f, 0.3f); + gGL.diffuseColor3f(0.2f, 1.f, 0.3f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0); } @@ -3430,7 +3430,7 @@ void renderTextureAnim(LLDrawInfo* params) } LLGLEnable blend(GL_BLEND); - glColor4f(1,1,0,0.5f); + gGL.diffuseColor4f(1,1,0,0.5f); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } @@ -3456,22 +3456,22 @@ void renderShadowFrusta(LLDrawInfo* params) if (gPipeline.mShadowCamera[4].AABBInFrustum(center, size)) { - glColor3f(1,0,0); + gGL.diffuseColor3f(1,0,0); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } if (gPipeline.mShadowCamera[5].AABBInFrustum(center, size)) { - glColor3f(0,1,0); + gGL.diffuseColor3f(0,1,0); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } if (gPipeline.mShadowCamera[6].AABBInFrustum(center, size)) { - glColor3f(0,0,1); + gGL.diffuseColor3f(0,0,1); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } if (gPipeline.mShadowCamera[7].AABBInFrustum(center, size)) { - glColor3f(1,0,1); + gGL.diffuseColor3f(1,0,1); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } @@ -3489,7 +3489,7 @@ void renderLights(LLDrawable* drawablep) if (drawablep->getNumFaces()) { LLGLEnable blend(GL_BLEND); - glColor4f(0,1,1,0.5f); + gGL.diffuseColor4f(0,1,1,0.5f); for (S32 i = 0; i < drawablep->getNumFaces(); i++) { @@ -3657,7 +3657,7 @@ void renderRaycast(LLDrawable* drawablep) { //render face positions LLVertexBuffer::unbind(); - glColor4f(0,1,1,0.5f); + gGL.diffuseColor4f(0,1,1,0.5f); glVertexPointer(3, GL_FLOAT, sizeof(LLVector4a), face.mPositions); glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); } diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 54d5d36f6e..077d0fed65 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -93,7 +93,6 @@ public: LLPointer mTexture; std::vector > mTextureList; - LLColor4U mGlowColor; S32 mDebugColor; const LLMatrix4* mTextureMatrix; const LLMatrix4* mModelMatrix; diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index e8abee2fb7..87e7a57ae8 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -295,6 +295,8 @@ BOOL LLTexLayerSetBuffer::render() BOOL success = TRUE; + LLVertexBuffer::unbind(); + //hack to use fixed function when updating tex layer sets bool no_ff = LLGLSLShader::sNoFixedFunction; LLGLSLShader::sNoFixedFunction = false; @@ -304,6 +306,7 @@ BOOL LLTexLayerSetBuffer::render() success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight ); gGL.flush(); + LLVertexBuffer::unbind(); LLGLSLShader::sNoFixedFunction = no_ff; if(upload_now) diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 0115115a23..f4b01a6bab 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -571,7 +571,7 @@ void LLGLTexMemBar::draw() color = (total_mem < llfloor(max_total_mem * texmem_lower_bound_scale)) ? LLColor4::green : (total_mem < max_total_mem) ? LLColor4::yellow : LLColor4::red; color[VALPHA] = .75f; - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); gl_rect_2d(left, top, right, bottom); // red/yellow/green @@ -594,7 +594,7 @@ void LLGLTexMemBar::draw() color = (bound_mem < llfloor(max_bound_mem * texmem_lower_bound_scale)) ? LLColor4::green : (bound_mem < max_bound_mem) ? LLColor4::yellow : LLColor4::red; color[VALPHA] = .75f; - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); gl_rect_2d(left, top, right, bottom); #else diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 77c8bb0329..5e4c124c45 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -527,9 +527,9 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) // setup current color //---------------------------------------------------------------- if (is_dummy) - glColor4fv(LLVOAvatar::getDummyColor().mV); + gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV); else - glColor4fv(mColor.mV); + gGL.diffuseColor4fv(mColor.mV); stop_glerror(); @@ -547,11 +547,11 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) if (mIsTransparent) { - glColor4f(1.f, 1.f, 1.f, 1.f); + gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f); } else { - glColor4f(0.7f, 0.6f, 0.3f, 1.f); + gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f); gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); } } @@ -582,13 +582,16 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT)); } - mFace->getVertexBuffer()->setBuffer(sRenderMask); + + U32 mask = sRenderMask; U32 start = mMesh->mFaceVertexOffset; U32 end = start + mMesh->mFaceVertexCount - 1; U32 count = mMesh->mFaceIndexCount; U32 offset = mMesh->mFaceIndexOffset; + LLVertexBuffer* buff = mFace->getVertexBuffer(); + if (mMesh->hasWeights()) { if ((mFace->getPool()->getVertexShaderLevel() > 0)) @@ -597,16 +600,23 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) { uploadJointMatrices(); } + mask = mask | LLVertexBuffer::MAP_WEIGHT; + if (mFace->getPool()->getVertexShaderLevel() > 1) + { + mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT; + } } - mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset); + buff->setBuffer(mask); + buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); } else { glPushMatrix(); LLMatrix4 jointToWorld = getWorldMatrix(); glMultMatrixf((GLfloat*)jointToWorld.mMatrix); - mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset); + buff->setBuffer(mask); + buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); glPopMatrix(); } gPipeline.addTrianglesDrawn(count); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index fa8d43e0b2..8684322eef 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -66,6 +66,7 @@ LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; LLGLSLShader gTwoTextureAddProgram; +LLGLSLShader gOneTextureNoColorProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -74,6 +75,8 @@ LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; +LLGLSLShader gObjectEmissiveProgram; +LLGLSLShader gObjectEmissiveWaterProgram; LLGLSLShader gObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightShinyProgram; @@ -81,11 +84,17 @@ LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; LLGLSLShader gObjectBumpProgram; +LLGLSLShader gTreeProgram; +LLGLSLShader gTreeWaterProgram; +LLGLSLShader gObjectFullbrightNoColorProgram; +LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedProgram; LLGLSLShader gObjectSimpleNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; +LLGLSLShader gObjectAlphaMaskNoColorProgram; +LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; LLGLSLShader gObjectFullbrightNonIndexedProgram; LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; @@ -123,6 +132,7 @@ LLGLSLShader gAvatarPickProgram; LLGLSLShader gWLSkyProgram; LLGLSLShader gWLCloudProgram; + // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; @@ -186,14 +196,19 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectFullbrightNoColorProgram); + mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); mShaderList.push_back(&gUIProgram); mShaderList.push_back(&gCustomAlphaProgram); mShaderList.push_back(&gGlowCombineProgram); mShaderList.push_back(&gTwoTextureAddProgram); + mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); + mShaderList.push_back(&gObjectEmissiveProgram); + mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); @@ -202,6 +217,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram); + mShaderList.push_back(&gTreeProgram); + mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); @@ -266,19 +285,24 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { - mReservedAttribs.push_back("materialColor"); - mReservedAttribs.push_back("specularColor"); + //MUST match order of enum in LLVertexBuffer.h + mReservedAttribs.push_back("position"); + mReservedAttribs.push_back("normal"); + mReservedAttribs.push_back("texcoord0"); + mReservedAttribs.push_back("texcoord1"); + mReservedAttribs.push_back("texcoord2"); + mReservedAttribs.push_back("texcoord3"); + mReservedAttribs.push_back("diffuse_color"); + mReservedAttribs.push_back("emissive"); mReservedAttribs.push_back("binormal"); - mReservedAttribs.push_back("object_weight"); - - mAvatarAttribs.reserve(5); - mAvatarAttribs.push_back("weight"); - mAvatarAttribs.push_back("clothing"); - mAvatarAttribs.push_back("gWindDir"); - mAvatarAttribs.push_back("gSinWaveParams"); - mAvatarAttribs.push_back("gGravity"); + mReservedAttribs.push_back("weight"); + mReservedAttribs.push_back("weight4"); + mReservedAttribs.push_back("clothing"); mAvatarUniforms.push_back("matrixPalette"); + mAvatarUniforms.push_back("gWindDir"); + mAvatarUniforms.push_back("gSinWaveParams"); + mAvatarUniforms.push_back("gGravity"); mReservedUniforms.reserve(24); mReservedUniforms.push_back("diffuseMap"); @@ -444,6 +468,7 @@ void LLViewerShaderMgr::setShaders() mMaxAvatarShaderLevel = 0; LLGLSLShader::sNoFixedFunction = false; + LLVertexBuffer::unbind(); if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable")) { @@ -635,8 +660,11 @@ void LLViewerShaderMgr::unloadShaders() gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); gTwoTextureAddProgram.unload(); + gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); + gObjectFullbrightNoColorProgram.unload(); + gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -644,6 +672,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectSimpleWaterAlphaMaskProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); + gObjectEmissiveProgram.unload(); + gObjectEmissiveWaterProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterAlphaMaskProgram.unload(); @@ -656,8 +686,12 @@ void LLViewerShaderMgr::unloadShaders() gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); + gObjectAlphaMaskNoColorProgram.unload(); + gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gTreeProgram.unload(); + gTreeWaterProgram.unload(); gObjectShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedProgram.unload(); @@ -1472,7 +1506,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1504,7 +1538,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1521,7 +1555,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1677,11 +1711,15 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.unload(); gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); + gObjectFullbrightNoColorProgram.unload(); + gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectSimpleWaterAlphaMaskProgram.unload(); + gObjectEmissiveProgram.unload(); + gObjectEmissiveWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterProgram.unload(); @@ -1694,6 +1732,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); + gObjectAlphaMaskNoColorProgram.unload(); + gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); @@ -1704,6 +1744,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); + gTreeProgram.unload(); + gTreeWaterProgram.unload(); return TRUE; } @@ -1752,7 +1794,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear(); - gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL); @@ -1769,13 +1811,83 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear(); - gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader"; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gTreeProgram.mName = "Tree Shader"; + gTreeProgram.mFeatures.calculatesLighting = true; + gTreeProgram.mFeatures.calculatesAtmospherics = true; + gTreeProgram.mFeatures.hasGamma = true; + gTreeProgram.mFeatures.hasAtmospherics = true; + gTreeProgram.mFeatures.hasLighting = true; + gTreeProgram.mFeatures.disableTextureIndex = true; + gTreeProgram.mFeatures.hasAlphaMask = true; + gTreeProgram.mShaderFiles.clear(); + gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); + gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gTreeProgram.createShader(NULL, NULL); + } + + if (success) + { + gTreeWaterProgram.mName = "Tree Water Shader"; + gTreeWaterProgram.mFeatures.calculatesLighting = true; + gTreeWaterProgram.mFeatures.calculatesAtmospherics = true; + gTreeWaterProgram.mFeatures.hasWaterFog = true; + gTreeWaterProgram.mFeatures.hasAtmospherics = true; + gTreeWaterProgram.mFeatures.hasLighting = true; + gTreeWaterProgram.mFeatures.disableTextureIndex = true; + gTreeWaterProgram.mFeatures.hasAlphaMask = true; + gTreeWaterProgram.mShaderFiles.clear(); + gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); + gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gTreeWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; @@ -1807,6 +1919,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; + gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true; + gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true; + gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true; + gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNoColorProgram.mShaderFiles.clear(); + gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader"; + gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear(); + gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; @@ -1892,19 +2035,19 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { - gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; - gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; - gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; - gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; - gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); - gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); - gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); - gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); + gObjectSimpleWaterProgram.mName = "Simple Water Shader"; + gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleWaterProgram.mShaderFiles.clear(); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleWaterProgram.createShader(NULL, NULL); } if (success) @@ -1923,23 +2066,24 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectBumpProgram.createShader(NULL, NULL); } + if (success) { - gObjectSimpleWaterProgram.mName = "Simple Water Shader"; - gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; - gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; - gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; - gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; - gObjectSimpleWaterProgram.mFeatures.hasLighting = true; - gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; - gObjectSimpleWaterProgram.mShaderFiles.clear(); - gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); - gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); - gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectSimpleWaterProgram.createShader(NULL, NULL); + gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); } - + if (success) { gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader"; @@ -1989,6 +2133,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectEmissiveProgram.mName = "Emissive Shader"; + gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveProgram.mFeatures.hasGamma = true; + gObjectEmissiveProgram.mFeatures.hasTransport = true; + gObjectEmissiveProgram.mFeatures.isFullbright = true; + gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectEmissiveProgram.mShaderFiles.clear(); + gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectEmissiveProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectEmissiveWaterProgram.mName = "Emissive Water Shader"; + gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveWaterProgram.mFeatures.isFullbright = true; + gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; + gObjectEmissiveWaterProgram.mFeatures.hasTransport = true; + gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectEmissiveWaterProgram.mShaderFiles.clear(); + gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectEmissiveWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader"; @@ -2272,7 +2447,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarProgram.createShader(NULL, &mAvatarUniforms); if (success) { @@ -2291,7 +2466,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() // Note: no cloth under water: gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1); gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms); } /// Keep track of avatar levels @@ -2310,7 +2485,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -2414,6 +2589,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface() } } + if (success) + { + gOneTextureNoColorProgram.mName = "One Texture No Color Shader"; + gOneTextureNoColorProgram.mShaderFiles.clear(); + gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB)); + gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gOneTextureNoColorProgram.createShader(NULL, NULL); + if (success) + { + gOneTextureNoColorProgram.bind(); + gOneTextureNoColorProgram.uniform1i("tex0", 0); + } + } + if (success) { gSolidColorProgram.mName = "Solid Color Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 629ef32adb..ced7ed06d9 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -186,16 +186,10 @@ public: typedef enum { - AVATAR_WEIGHT = END_RESERVED_ATTRIBS, - AVATAR_CLOTHING, + AVATAR_MATRIX = END_RESERVED_UNIFORMS, AVATAR_WIND, AVATAR_SINWAVE, - AVATAR_GRAVITY - } eAvatarAttribs; - - typedef enum - { - AVATAR_MATRIX = END_RESERVED_UNIFORMS + AVATAR_GRAVITY, } eAvatarUniforms; // simple model of forward iterator @@ -265,9 +259,6 @@ private: std::vector mGlowExtractUniforms; - //avatar shader parameter tables - std::vector mAvatarAttribs; - std::vector mAvatarUniforms; // the list of shaders we need to propagate parameters to. @@ -294,7 +285,9 @@ extern LLGLSLShader gGlowCombineProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; - + +extern LLGLSLShader gOneTextureNoColorProgram; + //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleAlphaMaskProgram; @@ -304,13 +297,21 @@ extern LLGLSLShader gObjectSimpleNonIndexedProgram; extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; +extern LLGLSLShader gObjectAlphaMaskNoColorProgram; +extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; +extern LLGLSLShader gObjectFullbrightNoColorProgram; +extern LLGLSLShader gObjectFullbrightNoColorWaterProgram; +extern LLGLSLShader gObjectEmissiveProgram; +extern LLGLSLShader gObjectEmissiveWaterProgram; extern LLGLSLShader gObjectFullbrightAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightNonIndexedProgram; extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; extern LLGLSLShader gObjectBumpProgram; +extern LLGLSLShader gTreeProgram; +extern LLGLSLShader gTreeWaterProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 988c4ed1a2..6af268f234 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -3458,7 +3458,7 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, glScalef(scale, scale, scale); LLColor4 color(vovolume->getLightColor(), .5f); - glColor4fv(color.mV); + gGL.diffuseColor4fv(color.mV); F32 pixel_area = 100000.f; // Render Outside diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 510525259f..0b746c841c 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -59,6 +59,12 @@ public: // virtual void setupVertexBuffer(U32 data_mask) const { + if (LLGLSLShader::sNoFixedFunction) + { //just use default if shaders are in play + LLVertexBuffer::setupVertexBuffer(data_mask & ~(MAP_TEXCOORD2 | MAP_TEXCOORD3)); + return; + } + U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; //assume tex coords 2 and 3 are present diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 4c137d3394..4c4ff26df8 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3830,8 +3830,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, } } - U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255); - if (idx >= 0 && draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() && draw_vec[idx]->mEnd == facep->getGeomIndex()-1 && @@ -3840,7 +3838,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange && draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange && #endif - draw_vec[idx]->mGlowColor.mV[3] == glow && draw_vec[idx]->mFullbright == fullbright && draw_vec[idx]->mBump == bump && draw_vec[idx]->mTextureMatrix == tex_mat && @@ -3872,7 +3869,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, draw_vec.push_back(draw_info); draw_info->mTextureMatrix = tex_mat; draw_info->mModelMatrix = model_mat; - draw_info->mGlowColor.setVec(0,0,0,glow); if (type == LLRenderPass::PASS_ALPHA) { //for alpha sorting facep->setDrawInfo(draw_info); @@ -3972,6 +3968,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 cur_total = 0; + bool emissive = false; + //get all the faces into a list for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter) { @@ -4183,6 +4181,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) } } + if (cur_total > max_total || facep->getIndicesCount() <= 0 || facep->getGeomCount() <= 0) { facep->clearVertexBuffer(); @@ -4196,6 +4195,11 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) const LLTextureEntry* te = facep->getTextureEntry(); LLViewerTexture* tex = facep->getTexture(); + if (te->getGlow() >= 1.f/255.f) + { + emissive = true; + } + if (facep->isState(LLFace::TEXTURE_ANIM)) { if (!vobj->mTexAnimMode) @@ -4312,6 +4316,14 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; + if (emissive) + { //emissive faces are present, include emissive byte to preserve batching + simple_mask = simple_mask | LLVertexBuffer::MAP_EMISSIVE; + alpha_mask = alpha_mask | LLVertexBuffer::MAP_EMISSIVE; + bump_mask = bump_mask | LLVertexBuffer::MAP_EMISSIVE; + fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_EMISSIVE; + } + bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1; if (batch_textures) @@ -4455,10 +4467,6 @@ struct CompareBatchBreakerModified { return lte->getFullbright() < rte->getFullbright(); } - else if (lte->getGlow() != rte->getGlow()) - { - return lte->getGlow() < rte->getGlow(); - } else { return lhs->getTexture() < rhs->getTexture(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7c2eaecf8b..8620894229 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -138,7 +138,7 @@ const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10; const U32 REFLECTION_MAP_RES = 128; - +const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; // Max number of occluders to search for. JC const S32 MAX_OCCLUDER_COUNT = 2; @@ -457,6 +457,8 @@ void LLPipeline::init() mSpotLightFade[i] = 1.f; } + mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0); + mDeferredVB->allocateBuffer(3, 0, true); setLightingDetail(-1); } @@ -535,6 +537,8 @@ void LLPipeline::cleanup() mMovedBridge.clear(); mInitialized = FALSE; + + mDeferredVB = NULL; } //============================================================================ @@ -6983,6 +6987,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); + shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail")); shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange")); shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness")); @@ -7057,21 +7062,23 @@ void LLPipeline::renderDeferredLighting() glh::matrix4f mat = glh_copy_matrix(gGLModelView); - F32 vert[] = - { - -1,1, - -1,-3, - 3,1, - }; - glVertexPointer(2, GL_FLOAT, 0, vert); - glColor3f(1,1,1); + LLStrider vert; + mDeferredVB->getVertexStrider(vert); + LLStrider tc0; + LLStrider tc1; + mDeferredVB->getTexCoord0Strider(tc0); + mDeferredVB->getTexCoord1Strider(tc1); + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + { setupHWLights(NULL); //to set mSunDir; LLVector4 dir(mSunDir, 0.f); glh::vec4f tc(dir.mV); mat.mult_matrix_vec(tc); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0); + mTransformedSunDir.set(dir.mV); } glPushMatrix(); @@ -7335,10 +7342,10 @@ void LLPipeline::renderDeferredLighting() glPushMatrix(); glLoadIdentity(); - glVertexPointer(2, GL_FLOAT, 0, vert); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); @@ -7347,7 +7354,7 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSoftenProgram); } - { //render sky + { //render non-deferred geometry (fullbright, alpha, etc) LLGLDisable blend(GL_BLEND); LLGLDisable stencil(GL_STENCIL_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -7476,7 +7483,7 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); stop_glerror(); @@ -7542,7 +7549,7 @@ void LLPipeline::renderDeferredLighting() v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); } @@ -7553,6 +7560,8 @@ void LLPipeline::renderDeferredLighting() { bindDeferredShader(gDeferredMultiLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + LLGLDepthTest depth(GL_FALSE); //full screen blit @@ -7568,7 +7577,7 @@ void LLPipeline::renderDeferredLighting() LLVector4 light[max_count]; LLVector4 col[max_count]; - glVertexPointer(2, GL_FLOAT, 0, vert); +// glVertexPointer(2, GL_FLOAT, 0, vert); F32 far_z = 0.f; @@ -7591,7 +7600,8 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram.uniform1f("far_z", far_z); far_z = 0.f; count = 0; - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } @@ -7623,7 +7633,7 @@ void LLPipeline::renderDeferredLighting() col *= volume->getLightIntensity(); glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); } @@ -7660,8 +7670,8 @@ void LLPipeline::renderDeferredLighting() LLVertexBuffer::unbind(); - glVertexPointer(2, GL_FLOAT, 0, vert); - glColor3f(1,1,1); +// glVertexPointer(2, GL_FLOAT, 0, vert); + gGL.diffuseColor3f(1,1,1); glPushMatrix(); glLoadIdentity(); @@ -8297,7 +8307,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); stop_glerror(); @@ -8341,7 +8351,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowAlphaMaskProgram.bind(); gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 28e6526acd..61ab84588d 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -536,6 +536,9 @@ public: LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; + //utility buffer for rendering post effects, gets abused by renderDeferredLighting + LLPointer mDeferredVB; + //sun shadow map LLRenderTarget mShadow[6]; std::vector mShadowFrustPoints[4]; @@ -581,6 +584,7 @@ public: LLColor4 mSunDiffuse; LLVector3 mSunDir; + LLVector3 mTransformedSunDir; BOOL mInitialized; BOOL mVertexShadersEnabled; -- cgit v1.2.3 From 2ee815478043c4d5845f094f744a055707dba0e0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 13:01:14 -0500 Subject: SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed). --- .../shaders/class1/avatar/objectSkinV.glsl | 6 +- .../class1/deferred/alphaNonIndexedNoColorF.glsl | 63 +++++ .../shaders/class1/deferred/avatarAlphaV.glsl | 13 +- .../shaders/class1/deferred/avatarF.glsl | 2 +- .../shaders/class1/deferred/avatarShadowF.glsl | 1 - .../shaders/class1/deferred/avatarShadowV.glsl | 4 - .../shaders/class1/deferred/avatarV.glsl | 3 - .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 4 +- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 30 +++ .../shaders/class1/deferred/diffuseNoColorV.glsl | 23 ++ .../shaders/class1/deferred/emissiveF.glsl | 28 +++ .../shaders/class1/deferred/emissiveV.glsl | 38 +++ .../shaders/class1/deferred/multiPointLightV.glsl | 2 - .../shaders/class1/deferred/multiSpotLightF.glsl | 23 +- .../shaders/class1/deferred/pointLightF.glsl | 15 +- .../shaders/class1/deferred/pointLightV.glsl | 10 - .../shaders/class1/deferred/softenLightF.glsl | 1 + .../shaders/class1/deferred/spotLightF.glsl | 18 +- .../shaders/class1/deferred/sunLightSSAOF.glsl | 1 - .../shaders/class1/deferred/sunLightV.glsl | 10 - .../shaders/class1/deferred/treeF.glsl | 10 +- .../shaders/class1/deferred/treeShadowF.glsl | 27 +++ .../shaders/class1/deferred/treeShadowV.glsl | 23 ++ .../shaders/class1/deferred/treeV.glsl | 1 - .../class1/interface/onetexturenocolorF.glsl | 13 ++ .../class1/interface/onetexturenocolorV.glsl | 18 ++ .../app_settings/shaders/class1/interface/uiV.glsl | 2 +- .../app_settings/shaders/class1/objects.zip | Bin 0 -> 6772 bytes .../shaders/class1/objects/emissiveSkinnedV.glsl | 33 +++ .../shaders/class1/objects/emissiveV.glsl | 29 +++ .../shaders/class1/objects/fullbrightNoColorV.glsl | 27 +++ .../shaders/class1/objects/simpleNoColorV.glsl | 30 +++ .../app_settings/shaders/class1/objects/treeV.glsl | 35 +++ .../class2/deferred/alphaNonIndexedNoColorF.glsl | 121 ++++++++++ .../shaders/class2/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class2/deferred/avatarAlphaV.glsl | 13 +- .../shaders/class2/deferred/multiSpotLightF.glsl | 17 +- .../shaders/class2/deferred/softenLightF.glsl | 7 +- .../shaders/class2/deferred/softenLightV.glsl | 5 +- .../shaders/class2/deferred/sunLightSSAOF.glsl | 6 +- .../shaders/class2/deferred/sunLightV.glsl | 9 - .../shaders/class2/objects/simpleNonIndexedV.glsl | 36 +++ indra/newview/llagent.cpp | 4 +- indra/newview/llcylinder.cpp | 260 ++------------------- indra/newview/llcylinder.h | 33 +-- indra/newview/lldrawpoolalpha.cpp | 3 +- indra/newview/lldrawpoolavatar.cpp | 105 ++++----- indra/newview/lldrawpoolavatar.h | 2 +- indra/newview/lldrawpoolsimple.cpp | 5 +- indra/newview/lldrawpooltree.cpp | 7 +- indra/newview/llfloatermodelpreview.cpp | 20 +- indra/newview/llhudeffectbeam.cpp | 4 +- indra/newview/llmaniptranslate.cpp | 3 +- indra/newview/llselectmgr.cpp | 55 +++-- indra/newview/llspatialpartition.cpp | 2 +- indra/newview/lltracker.cpp | 8 +- indra/newview/llviewerjointmesh.cpp | 8 +- indra/newview/llviewershadermgr.cpp | 128 +++++++++- indra/newview/llviewershadermgr.h | 19 +- indra/newview/llviewerwindow.cpp | 28 +-- indra/newview/llvosurfacepatch.cpp | 14 -- indra/newview/llwlparamset.cpp | 8 +- indra/newview/pipeline.cpp | 126 ++++++---- 63 files changed, 1032 insertions(+), 571 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects.zip create mode 100644 indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/treeV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 7613e50dca..35c5a38081 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -7,7 +7,7 @@ -attribute vec4 object_weight; +attribute vec4 weight4; uniform mat4 matrixPalette[32]; @@ -15,8 +15,8 @@ mat4 getObjectSkinnedTransform() { int i; - vec4 w = fract(object_weight); - vec4 index = floor(object_weight); + vec4 w = fract(weight4); + vec4 index = floor(weight4); float scale = 1.0/(w.x+w.y+w.z+w.w); w *= scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..5d1306bfc9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,63 @@ +/** + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + + vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 842931ec17..468d7332a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -7,7 +7,6 @@ attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -86,9 +85,7 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -98,17 +95,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*diffuse_color.rgb; + vary_pointlight_col = col.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_ambient = col.rgb; + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); + col.rgb = min(col.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 3268618093..d8e8f6088d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -13,7 +13,7 @@ varying vec3 vary_normal; void main() { - vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy); if (diff.a < 0.2) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 78986ab12e..c693725074 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -13,7 +13,6 @@ varying vec4 post_pos; void main() { - //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); gl_FragColor = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index cf6fc1c0ed..35d0bb5603 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -11,10 +11,8 @@ mat4 getSkinnedTransform(); attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; - varying vec4 post_pos; void main() @@ -40,8 +38,6 @@ void main() post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index e66f8c8483..9ef11109ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -6,7 +6,6 @@ */ attribute vec3 position; -attribute vec4 diffuse_color; attribute vec3 normal; attribute vec2 texcoord0; @@ -38,8 +37,6 @@ void main() vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 338d0ebb2b..26355731ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,5 +1,5 @@ /** - * @file diffuseF.glsl + * @file diffuseAlphaMaskF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ @@ -15,7 +15,7 @@ varying vec3 vary_normal; void main() { - vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; if (col.a < minimum_alpha || col.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl new file mode 100644 index 0000000000..dfc1b52c2e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -0,0 +1,30 @@ +/** + * @file diffuseAlphaMaskNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main() +{ + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + 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); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl new file mode 100644 index 0000000000..ff9578e253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -0,0 +1,23 @@ +/** + * @file diffuseNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +varying vec3 vary_normal; +varying float vary_texture_index; + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vary_normal = normalize(gl_NormalMatrix * normal); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl new file mode 100644 index 0000000000..5a9a6196f3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -0,0 +1,28 @@ +/** + * @file emissiveF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + + +void main() +{ + float shadow = 1.0; + + vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl new file mode 100644 index 0000000000..9841943fe6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -0,0 +1,38 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz, 1.0); + vec4 pos = (gl_ModelViewMatrix * vert); + vary_texture_index = position.w; + + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 7db577c07a..bb0497b309 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -7,7 +7,6 @@ attribute vec3 position; -attribute vec4 diffuse_color; varying vec4 vary_fragcoord; @@ -18,5 +17,4 @@ void main() vary_fragcoord = pos; gl_Position = pos; - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 0d25d7792d..6c08f7b51f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -37,7 +37,10 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -92,7 +95,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -111,9 +114,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -127,16 +130,16 @@ void main() vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); if (proj_tc.z < 0.0) { - discard; + //discard; } proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten <= 0.0) { - discard; + //discard; } lv = proj_origin-pos.xyz; @@ -164,7 +167,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -181,7 +184,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -214,7 +217,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5efa3200d4..601bb17bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -20,7 +20,10 @@ uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -49,9 +52,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos; + vec3 lv = center.xyz-pos; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -72,11 +75,11 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; - col = gl_Color.rgb*lit*col; + col = color.rgb*lit*col; vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) @@ -86,7 +89,7 @@ void main() { sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + col += da*sa*color.rgb*spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index ac3170d16d..a09cfa2661 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -6,10 +6,7 @@ */ attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light; varying vec4 vary_fragcoord; void main() @@ -18,12 +15,5 @@ void main() vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - gl_Position = pos; - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3ba5ee5bd2..35ab77d3cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -306,5 +306,6 @@ void main() } gl_FragColor.rgb = col; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9aaffc15bf..ed67dc32d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -13,7 +13,6 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -32,7 +31,10 @@ uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -60,9 +62,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -82,7 +84,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); lv = proj_origin-pos.xyz; @@ -108,7 +110,7 @@ void main() vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -127,7 +129,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -156,7 +158,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 665d8126a0..6bbf86177a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -25,7 +25,6 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 65fa288e88..d39bfef4ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -6,11 +6,7 @@ */ attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -22,10 +18,4 @@ void main() gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index de7e038402..08a3bc251a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -11,10 +11,18 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; +uniform float minimum_alpha; +uniform float maximum_alpha; + void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragData[0] = vec4(gl_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); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..9f0b902c96 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,27 @@ +/** + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec4 post_pos; + +void main() +{ + float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; + + if (alpha < minimum_alpha || alpha > maximum_alpha) + { + discard; + } + + gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..42ce2f5226 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -0,0 +1,23 @@ +/** + * @file treeShadowV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; + +varying vec4 post_pos; + +void main() +{ + //transform vertex + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 07e56e84db..f56f389348 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -10,7 +10,6 @@ attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; - varying vec3 vary_normal; void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl new file mode 100644 index 0000000000..a5442c9bf4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -0,0 +1,13 @@ +/** + * @file onetexturenocolorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; + +void main() +{ + gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl new file mode 100644 index 0000000000..7df45e90e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -0,0 +1,18 @@ +/** + * @file onetexturenocolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec3 position; +attribute vec2 texcoord0; + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); + gl_TexCoord[0] = vec4(texcoord0,0,1); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index ebf2361da4..9d129caf21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -14,7 +14,7 @@ attribute vec2 texcoord0; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); - gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects.zip b/indra/newview/app_settings/shaders/class1/objects.zip new file mode 100644 index 0000000000..7e43660731 Binary files /dev/null and b/indra/newview/app_settings/shaders/class1/objects.zip differ diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl new file mode 100644 index 0000000000..78668711ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -0,0 +1,33 @@ +/** + * @file emissiveSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +attribute vec3 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl new file mode 100644 index 0000000000..05d7cc397f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -0,0 +1,29 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vary_texture_index = position.w; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl new file mode 100644 index 0000000000..57d98038e0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -0,0 +1,27 @@ +/** + * @file fullbrightNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + vec4 pos = (gl_ModelViewMatrix * vert); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(1,1,1,1); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl new file mode 100644 index 0000000000..54c262885e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -0,0 +1,30 @@ +/** + * @file simpleNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl new file mode 100644 index 0000000000..1e9e7f4b0b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -0,0 +1,35 @@ +/** + * @file treeV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..294a000ab5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,121 @@ +/** + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow 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); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + 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; +} + + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 1.5); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 1.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 1.5); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.5); + } + } + + vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 97fe7029e1..a446239a22 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -68,11 +68,11 @@ void main() mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*position).xyz; + vec3 pos = (mat*vec4(position, 1.0)).xyz; gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); - vec4 n = position; + vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; n.xyz = (mat*n).xyz; n.xyz = normalize(n.xyz-pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 65c3e5da10..8102578bb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -8,7 +8,6 @@ attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -89,9 +88,7 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -101,17 +98,17 @@ void main() col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - vary_pointlight_col = col.rgb*diffuse_color.rgb; + vary_pointlight_col = col.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_ambient = col.rgb; + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); + col.rgb = min(col.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f54186ffca..a16be0c8b4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -36,7 +36,10 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform float size; +uniform vec3 color; +uniform float falloff; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -110,9 +113,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -143,7 +146,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten <= 0.0) { @@ -175,7 +178,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -192,7 +195,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -225,7 +228,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f0c9b01671..cbac299e44 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -47,7 +47,8 @@ uniform mat3 ssao_effect_mat; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; +uniform vec3 sun_dir; + varying vec2 vary_fragcoord; vec3 vary_PositionEye; @@ -264,7 +265,7 @@ void main() norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -291,7 +292,7 @@ void main() // the old infinite-sky shiny reflection // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d2e3415d91..9534f1d79c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -7,12 +7,11 @@ attribute vec3 position; -attribute vec2 texcoord0; uniform vec2 screen_res; -varying vec4 vary_light; varying vec2 vary_fragcoord; + void main() { //transform vertex @@ -21,6 +20,4 @@ void main() vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d53850b489..699fcdb0f3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -30,7 +30,7 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; +uniform vec3 sun_dir; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -167,10 +167,10 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 6795b55dc6..39cca9589e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -6,9 +6,6 @@ */ attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; varying vec4 vary_light; @@ -23,10 +20,4 @@ void main() gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..d2a83c9724 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -0,0 +1,36 @@ +/** + * @file simpleNonIndexedV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index 406417a36b..64a5884e14 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -3925,7 +3925,7 @@ void LLAgent::renderAutoPilotTarget() gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // lovely green - gGL.diffuseColor4f(0.f, 1.f, 1.f, 1.f); + gGL.color4f(0.f, 1.f, 1.f, 1.f); target_global = mAutoPilotTargetGlobal; @@ -3935,7 +3935,7 @@ void LLAgent::renderAutoPilotTarget() glScalef(height_meters, height_meters, height_meters); - gSphere.render(1500.f); + gSphere.render(); gGL.popMatrix(); } diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp index 4901e29691..2adc071d7a 100644 --- a/indra/newview/llcylinder.cpp +++ b/indra/newview/llcylinder.cpp @@ -37,261 +37,39 @@ #include "llgl.h" #include "llglheaders.h" -LLCylinder gCylinder; LLCone gCone; -GLUquadricObj* gQuadObj = NULL; - -static const GLint SLICES[] = { 30, 20, 12, 6 }; // same as sphere slices -static const GLint STACKS = 2; -static const GLfloat RADIUS = 0.5f; - -// draws a cylinder or cone -// returns approximate number of triangles required -U32 draw_cylinder_side(GLint slices, GLint stacks, GLfloat base_radius, GLfloat top_radius) -{ - U32 triangles = 0; - GLfloat height = 1.0f; - - if (!gQuadObj) - { - gQuadObj = gluNewQuadric(); - if (!gQuadObj) llerror("draw_cylindrical_body couldn't allocated quadric", 0); - } - - gluQuadricDrawStyle(gQuadObj, GLU_FILL); - gluQuadricNormals(gQuadObj, GLU_SMOOTH); - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - gluQuadricTexture(gQuadObj, GL_TRUE); - gluCylinder(gQuadObj, base_radius, top_radius, height, slices, stacks); - triangles += stacks * (slices * 2); - - - return triangles; -} - - -// Returns number of triangles required to draw -// Need to know if top or not to set lighting normals -const BOOL TOP = TRUE; -const BOOL BOTTOM = FALSE; -U32 draw_cylinder_cap(GLint slices, GLfloat base_radius, BOOL is_top) -{ - U32 triangles = 0; - - if (!gQuadObj) - { - gQuadObj = gluNewQuadric(); - if (!gQuadObj) llerror("draw_cylinder_base couldn't allocated quadric", 0); - } - - gluQuadricDrawStyle(gQuadObj, GLU_FILL); - gluQuadricNormals(gQuadObj, GLU_SMOOTH); - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - gluQuadricTexture(gQuadObj, GL_TRUE); - - // no hole in the middle of the disk, and just one ring - GLdouble inner_radius = 0.0; - GLint rings = 1; - - // normals point in +z for top, -z for base - if (is_top) - { - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - } - else - { - gluQuadricOrientation(gQuadObj, GLU_INSIDE); - } - gluDisk(gQuadObj, inner_radius, base_radius, slices, rings); - triangles += slices; - - return triangles; -} - -void LLCylinder::drawSide(S32 detail) -{ - draw_cylinder_side(SLICES[detail], STACKS, RADIUS, RADIUS); -} - -void LLCylinder::drawTop(S32 detail) -{ - draw_cylinder_cap(SLICES[detail], RADIUS, TOP); -} - -void LLCylinder::drawBottom(S32 detail) -{ - draw_cylinder_cap(SLICES[detail], RADIUS, BOTTOM); -} - -void LLCylinder::prerender() -{ -} - -void LLCylinder::cleanupGL() -{ - if (gQuadObj) - { - gluDeleteQuadric(gQuadObj); - gQuadObj = NULL; - } -} - -void LLCylinder::render(F32 pixel_area) -{ - renderface(pixel_area, 0); - renderface(pixel_area, 1); - renderface(pixel_area, 2); -} - - -void LLCylinder::renderface(F32 pixel_area, S32 face) -{ - if (face < 0 || face > 2) - { - llerror("LLCylinder::renderface() invalid face number", face); - return; - } - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - S32 level_of_detail; - - if (pixel_area > 20000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 1600.f) - { - level_of_detail = 1; - } - else if (pixel_area > 200.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - - if (level_of_detail < 0 || CYLINDER_LEVELS_OF_DETAIL <= level_of_detail) - { - llerror("LLCylinder::renderface() invalid level of detail", level_of_detail); - return; - } - - LLVertexBuffer::unbind(); - - switch(face) - { - case 0: - glTranslatef(0.f, 0.f, -0.5f); - drawSide(level_of_detail); - break; - case 1: - glTranslatef(0.0f, 0.f, 0.5f); - drawTop(level_of_detail); - break; - case 2: - glTranslatef(0.0f, 0.f, -0.5f); - drawBottom(level_of_detail); - break; - default: - llerror("LLCylinder::renderface() fell out of switch", 0); - break; - } - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); -} - - // // Cones // -void LLCone::prerender() +void LLCone::render(S32 sides) { -} + gGL.begin(LLRender::TRIANGLE_FAN); + gGL.vertex3f(0,0,0); -void LLCone::cleanupGL() -{ - if (gQuadObj) + for (U32 i = 0; i < sides; i++) { - gluDeleteQuadric(gQuadObj); - gQuadObj = NULL; + F32 a = (F32) i/sides * F_PI*2.f; + F32 x = cosf(a)*0.5f; + F32 y = sinf(a)*0.5f; + gGL.vertex3f(x,y,0.f); } -} + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); -void LLCone::drawSide(S32 detail) -{ - draw_cylinder_side( SLICES[detail], STACKS, RADIUS, 0.f ); -} - -void LLCone::drawBottom(S32 detail) -{ - draw_cylinder_cap( SLICES[detail], RADIUS, BOTTOM ); -} - -void LLCone::render(S32 level_of_detail) -{ - GLfloat height = 1.0f; + gGL.end(); - if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail) + gGL.begin(LLRender::TRIANGLE_FAN); + gGL.vertex3f(0.f, 0.f, 1.f); + for (U32 i = 0; i < sides; i++) { - llerror("LLCone::render() invalid level of detail", level_of_detail); - return; + F32 a = (F32) i/sides * F_PI*2.f; + F32 x = cosf(a)*0.5f; + F32 y = sinf(a)*0.5f; + gGL.vertex3f(x,y,0.f); } + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - // center object at 0 - glTranslatef(0.f, 0.f, - height / 2.0f); - - drawSide(level_of_detail); - drawBottom(level_of_detail); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.end(); } - -void LLCone::renderface(S32 level_of_detail, S32 face) -{ - if (face < 0 || face > 1) - { - llerror("LLCone::renderface() invalid face number", face); - return; - } - - if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail) - { - llerror("LLCone::renderface() invalid level of detail", level_of_detail); - return; - } - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - LLVertexBuffer::unbind(); - - switch(face) - { - case 0: - glTranslatef(0.f, 0.f, -0.5f); - drawSide(level_of_detail); - break; - case 1: - glTranslatef(0.f, 0.f, -0.5f); - drawBottom(level_of_detail); - break; - default: - llerror("LLCylinder::renderface() fell out of switch", 0); - break; - } - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); -} diff --git a/indra/newview/llcylinder.h b/indra/newview/llcylinder.h index 40a669ceb6..4369f06659 100644 --- a/indra/newview/llcylinder.h +++ b/indra/newview/llcylinder.h @@ -30,45 +30,18 @@ //#include "stdtypes.h" //#include "llgl.h" -// -// Cylinders -// -const S32 CYLINDER_LEVELS_OF_DETAIL = 4; -const S32 CYLINDER_FACES = 3; - -class LLCylinder -{ -public: - void prerender(); - void drawTop(S32 detail); - void drawSide(S32 detail); - void drawBottom(S32 detail); - void cleanupGL(); - - void render(F32 pixel_area); - void renderface(F32 pixel_area, S32 face); -}; - +#include "llvertexbuffer.h" // // Cones // -const S32 CONE_LOD_HIGHEST = 0; -const S32 CONE_LEVELS_OF_DETAIL = 4; -const S32 CONE_FACES = 2; - class LLCone { public: - void prerender(); - void cleanupGL(); - void drawSide(S32 detail); - void drawBottom(S32 detail); - void render(S32 level_of_detail); - void renderface(S32 level_of_detail, S32 face); + void render(S32 sides = 12); }; -extern LLCylinder gCylinder; + extern LLCone gCone; #endif diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index ef8819d9b5..a3f8eb377a 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -492,7 +492,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. - if (draw_glow_for_this_partition && + if (current_shader && + draw_glow_for_this_partition && params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { // install glow-accumulating blend mode diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index dae995e1f5..a99f0200ce 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -270,7 +270,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha() sVertexProgram = &gDeferredSkinnedAlphaProgram; gPipeline.bindDeferredShader(*sVertexProgram); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); gPipeline.enableLightsDynamic(); } @@ -279,7 +278,6 @@ void LLDrawPoolAvatar::endDeferredRiggedAlpha() LLVertexBuffer::unbind(); gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } @@ -354,10 +352,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) if (pass == 0) { sVertexProgram = &gDeferredAvatarShadowProgram; - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } + //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); gGL.diffuseColor4f(1,1,1,1); @@ -373,7 +368,6 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) sVertexProgram = &gDeferredAttachmentShadowProgram; sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -392,7 +386,6 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass) { LLVertexBuffer::unbind(); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } } @@ -426,11 +419,6 @@ void LLDrawPoolAvatar::renderShadow(S32 pass) if (pass == 0) { - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } - avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); } else @@ -587,11 +575,20 @@ void LLDrawPoolAvatar::beginImpostor() gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); sDiffuseChannel = 0; + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } } void LLDrawPoolAvatar::endImpostor() { gPipeline.enableLightsDynamic(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLDrawPoolAvatar::beginRigid() @@ -657,9 +654,10 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { - sVertexProgram = &gDeferredNonIndexedDiffuseProgram; + sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.2f, 1.f); } void LLDrawPoolAvatar::endDeferredRigid() @@ -773,7 +771,6 @@ void LLDrawPoolAvatar::beginRiggedSimple() { sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -784,7 +781,6 @@ void LLDrawPoolAvatar::endRiggedSimple() { sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -811,7 +807,34 @@ void LLDrawPoolAvatar::endRiggedFullbrightAlpha() void LLDrawPoolAvatar::beginRiggedGlow() { - beginRiggedFullbright(); + if (sShaderLevel > 0) + { + if (LLPipeline::sUnderWaterRender) + { + sVertexProgram = &gSkinnedObjectEmissiveWaterProgram; + } + else + { + sVertexProgram = &gSkinnedObjectEmissiveProgram; + } + } + else + { + if (LLPipeline::sUnderWaterRender) + { + sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram; + } + else + { + sVertexProgram = &gObjectEmissiveNonIndexedProgram; + } + } + + if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) + { + sDiffuseChannel = 0; + sVertexProgram->bind(); + } } void LLDrawPoolAvatar::endRiggedGlow() @@ -848,7 +871,6 @@ void LLDrawPoolAvatar::beginRiggedFullbright() { sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -859,7 +881,6 @@ void LLDrawPoolAvatar::endRiggedFullbright() { sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -892,7 +913,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -904,7 +924,6 @@ void LLDrawPoolAvatar::endRiggedShinySimple() LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -938,7 +957,6 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -950,7 +968,6 @@ void LLDrawPoolAvatar::endRiggedFullbrightShiny() LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -960,14 +977,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple() sVertexProgram = &gDeferredSkinnedDiffuseProgram; sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } void LLDrawPoolAvatar::endDeferredRiggedSimple() { LLVertexBuffer::unbind(); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } @@ -977,7 +992,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump() sVertexProgram->bind(); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } void LLDrawPoolAvatar::endDeferredRiggedBump() @@ -986,7 +1000,6 @@ void LLDrawPoolAvatar::endDeferredRiggedBump() sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; normal_channel = -1; sDiffuseChannel = 0; sVertexProgram = NULL; @@ -996,10 +1009,10 @@ void LLDrawPoolAvatar::beginDeferredSkinned() { sShaderLevel = mVertexShaderLevel; sVertexProgram = &gDeferredAvatarProgram; - sRenderingSkinned = TRUE; sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.2f, 1.f); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); @@ -1216,11 +1229,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) return; } - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } - if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) { LLMatrix4 rot_mat; @@ -1632,34 +1640,3 @@ LLVertexBufferAvatar::LLVertexBufferAvatar() } -void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const -{ - /*if (sRenderingSkinned) - { - U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; - - glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_VERTEX], (void*)(base + 0)); - glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); - - set_vertex_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_WEIGHT], (F32*)(base + mOffsets[TYPE_WEIGHT])); - - if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP) - { - set_binormals(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_BINORMAL], (LLVector3*)(base + mOffsets[TYPE_BINORMAL])); - } - - if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH) - { - set_vertex_clothing_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_CLOTHWEIGHT], (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT])); - } - } - else - {*/ - LLVertexBuffer::setupVertexBuffer(data_mask); - //} -} - diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index fcd8294af5..e0326bcfaf 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -176,6 +176,7 @@ public: RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK, RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | + LLVertexBuffer::MAP_EMISSIVE | LLVertexBuffer::MAP_WEIGHT4, RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK, RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK, @@ -214,7 +215,6 @@ class LLVertexBufferAvatar : public LLVertexBuffer { public: LLVertexBufferAvatar(); - virtual void setupVertexBuffer(U32 data_mask) const; }; extern S32 AVATAR_OFFSET_POS; diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 582e462871..80c202d4e2 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -46,7 +46,7 @@ static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.bind(); + gDeferredEmissiveProgram.bind(); } static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push"); @@ -76,7 +76,7 @@ void LLDrawPoolGlow::renderPostDeferred(S32 pass) void LLDrawPoolGlow::endPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.unbind(); + gDeferredEmissiveProgram.unbind(); LLRenderPass::endRenderPass(pass); } @@ -255,6 +255,7 @@ void LLDrawPoolGrass::prerender() void LLDrawPoolGrass::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS); + stop_glerror(); if (LLPipeline::sUnderWaterRender) { diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 50a52ac4cf..da8e3e8b3a 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -142,7 +142,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); - shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram; + shader = &gDeferredTreeProgram; shader->bind(); shader->setAlphaRange(0.5f, 1.f); } @@ -169,8 +169,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"), gSavedSettings.getF32("RenderDeferredTreeShadowBias")); - gDeferredShadowAlphaMaskProgram.bind(); - gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f); + gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.setAlphaRange(0.5f, 1.f); } void LLDrawPoolTree::renderShadow(S32 pass) @@ -184,6 +184,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass) glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"), gSavedSettings.getF32("RenderDeferredSpotShadowBias")); + gDeferredTreeShadowProgram.unbind(); } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 3286408f21..b9838f7da2 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -3623,6 +3623,15 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim LLVertexBuffer::unbind(); + bool no_ff = LLGLSLShader::sNoFixedFunction; + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + LLGLSLShader::sNoFixedFunction = false; + + if (shader) + { + shader->unbind(); + } + stop_gloderror(); static U32 cur_name = 1; @@ -4003,6 +4012,13 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim mResourceCost = calcResourceCost(); + LLVertexBuffer::unbind(); + LLGLSLShader::sNoFixedFunction = no_ff; + if (shader) + { + shader->bind(); + } + /*if (which_lod == -1 && mScene[LLModel::LOD_PHYSICS].empty()) { //build physics scene mScene[LLModel::LOD_PHYSICS] = mScene[LLModel::LOD_LOW]; @@ -4950,7 +4966,7 @@ BOOL LLModelPreview::render() llassert(binding == model->mMaterialList[i]); - gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(material.mDiffuseColor.mV); if (material.mDiffuseMap.notNull()) { @@ -5261,7 +5277,7 @@ BOOL LLModelPreview::render() const LLImportMaterial& material = instance.mMaterial[binding]; buffer->setBuffer(type_mask & buffer->getTypeMask()); - gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(material.mDiffuseColor.mV); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0); gGL.diffuseColor3f(0.4f, 0.4f, 0.4f); diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp index 37b7b2e75d..ec5a0926c4 100644 --- a/indra/newview/llhudeffectbeam.cpp +++ b/indra/newview/llhudeffectbeam.cpp @@ -295,12 +295,12 @@ void LLHUDEffectBeam::render() F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3]; alpha *= mInterpFade[i].getCurVal(); coloru.mV[3] = (U8)alpha; - glColor4ubv(coloru.mV); + gGL.color4ubv(coloru.mV); glPushMatrix(); glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); glScalef(scale, scale, scale); - gSphere.render(0); + gSphere.render(); glPopMatrix(); } } diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index c4f8369cd0..a9b14829b2 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1519,6 +1519,7 @@ void LLManipTranslate::renderSnapGuides() F32 sz = mGridSizeMeters; F32 tiles = sz; + glMatrixMode(GL_TEXTURE); gGL.pushMatrix(); usc = 1.0f/usc; @@ -2243,7 +2244,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_ glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]); glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f); - gCone.render(CONE_LOD_HIGHEST); + gCone.render(); gGL.popMatrix(); } diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 8aa24e9261..568c967a9a 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -89,6 +89,7 @@ #include "llvoavatarself.h" #include "llvovolume.h" #include "pipeline.h" +#include "llviewershadermgr.h" #include "llglheaders.h" @@ -5570,8 +5571,7 @@ void pushWireframe(LLDrawable* drawable) for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i) { const LLVolumeFace& face = rigged_volume->getVolumeFace(i); - glVertexPointer(3, GL_FLOAT, 16, face.mPositions); - glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, face.mTexCoords, face.mNumIndices, face.mIndices); } gGL.popMatrix(); } @@ -5584,7 +5584,7 @@ void pushWireframe(LLDrawable* drawable) LLFace* face = drawable->getFace(i); if (face->verify()) { - pushVerts(face, LLVertexBuffer::MAP_VERTEX); + pushVerts(face, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); } } } @@ -5604,6 +5604,13 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) return; } + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + gHighlightProgram.bind(); + } + glMatrixMode(GL_MODELVIEW); gGL.pushMatrix(); @@ -5627,26 +5634,41 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) if (LLSelectMgr::sRenderHiddenSelections) // && gFloaterTools && gFloaterTools->getVisible()) { gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE); - LLGLEnable fog(GL_FOG); - glFogi(GL_FOG_MODE, GL_LINEAR); - float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec(); - LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0); - glFogf(GL_FOG_START, d); - glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV()))); - glFogfv(GL_FOG_COLOR, fogCol.mV); - LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + if (shader) { - gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + gHighlightProgram.uniform4f("highlight_color", color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); pushWireframe(drawable); } + else + { + LLGLEnable fog(GL_FOG); + glFogi(GL_FOG_MODE, GL_LINEAR); + float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec(); + LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0); + glFogf(GL_FOG_START, d); + glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV()))); + glFogfv(GL_FOG_COLOR, fogCol.mV); + + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + { + gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + pushWireframe(drawable); + } + } } gGL.flush(); gGL.setSceneBlendType(LLRender::BT_ALPHA); - gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + if (shader) + { + gHighlightProgram.uniform4f("highlight_color", color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + } + else + { + gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + } LLGLEnable offset(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); @@ -5654,6 +5676,11 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) glLineWidth(1.f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); gGL.popMatrix(); + + if (shader) + { + shader->bind(); + } } //----------------------------------------------------------------------------- diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 064eaa49dd..3d371f7a44 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -4248,7 +4248,7 @@ public: LLVector3 local_start = mStart; LLVector3 local_end = mEnd; - if (!gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible()) + if (!drawable || !gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible()) { return false; } diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp index 983108391f..2ec7534025 100644 --- a/indra/newview/lltracker.cpp +++ b/indra/newview/lltracker.cpp @@ -506,7 +506,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global, glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.pushMatrix(); + { glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color); @@ -559,9 +560,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global, gGL.end(); } - - //gCylinder.render(1000); - glPopMatrix(); + } + gGL.popMatrix(); std::string text; text = llformat( "%.0f m", to_vec.magVec()); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 5e4c124c45..2d08a27923 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -459,7 +459,10 @@ void LLViewerJointMesh::uploadJointMatrices() } } stop_glerror(); - glUniform4fvARB(gAvatarMatrixParam, 45, mat); + if (LLGLSLShader::sCurBoundShaderPtr) + { + LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat); + } stop_glerror(); } else @@ -512,7 +515,8 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) { if (!mValid || !mMesh || !mFace || !mVisible || !mFace->getVertexBuffer() || - mMesh->getNumFaces() == 0) + mMesh->getNumFaces() == 0 || + (LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL)) { return 0; } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8684322eef..f07b21e3c3 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -97,6 +97,8 @@ LLGLSLShader gObjectAlphaMaskNoColorProgram; LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; LLGLSLShader gObjectFullbrightNonIndexedProgram; LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +LLGLSLShader gObjectEmissiveNonIndexedProgram; +LLGLSLShader gObjectEmissiveNonIndexedWaterProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; LLGLSLShader gObjectShinyNonIndexedProgram; @@ -105,11 +107,13 @@ LLGLSLShader gObjectShinyNonIndexedWaterProgram; //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; +LLGLSLShader gSkinnedObjectEmissiveProgram; LLGLSLShader gSkinnedObjectFullbrightShinyProgram; LLGLSLShader gSkinnedObjectShinySimpleProgram; LLGLSLShader gSkinnedObjectSimpleWaterProgram; LLGLSLShader gSkinnedObjectFullbrightWaterProgram; +LLGLSLShader gSkinnedObjectEmissiveWaterProgram; LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; LLGLSLShader gSkinnedObjectShinySimpleWaterProgram; @@ -147,12 +151,14 @@ LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; +LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; @@ -169,6 +175,7 @@ LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; LLGLSLShader gDeferredPostGIProgram; @@ -179,10 +186,6 @@ LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; LLGLSLShader gLuminanceGatherProgram; - -//current avatar shader parameter pointer -GLint gAvatarMatrixParam; - LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), mMaxAvatarShaderLevel(0) @@ -223,14 +226,18 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram); + mShaderList.push_back(&gObjectEmissiveNonIndexedProgram); + mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); + mShaderList.push_back(&gSkinnedObjectEmissiveProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleProgram); mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram); + mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram); mShaderList.push_back(&gTerrainProgram); @@ -251,6 +258,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); @@ -690,6 +698,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gObjectEmissiveNonIndexedProgram.unload(); + gObjectEmissiveNonIndexedWaterProgram.unload(); gTreeProgram.unload(); gTreeWaterProgram.unload(); @@ -700,11 +710,13 @@ void LLViewerShaderMgr::unloadShaders() gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); + gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); @@ -730,6 +742,7 @@ void LLViewerShaderMgr::unloadShaders() gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); @@ -1086,9 +1099,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); + gDeferredTreeShadowProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); @@ -1111,6 +1126,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); @@ -1163,6 +1179,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL); + } if (success) { @@ -1234,6 +1260,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredTreeProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; + gDeferredTreeShadowProgram.mShaderFiles.clear(); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredTreeShadowProgram.createShader(NULL, NULL); + } + if (success) { gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; @@ -1436,6 +1472,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredFullbrightProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; + gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.hasGamma = true; + gDeferredEmissiveProgram.mFeatures.hasTransport = true; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredEmissiveProgram.mShaderFiles.clear(); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredEmissiveProgram.createShader(NULL, NULL); + } + if (success) { // load water shader @@ -1553,7 +1603,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); } @@ -1736,12 +1786,16 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gObjectEmissiveNonIndexedProgram.unload(); + gObjectEmissiveNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); + gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); gTreeProgram.unload(); @@ -1919,6 +1973,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader"; + gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true; + gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true; + gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true; + gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectEmissiveNonIndexedProgram.mShaderFiles.clear(); + gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader"; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; @@ -2299,6 +2384,39 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL); } + if (success) + { + gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader"; + gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true; + gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true; + gSkinnedObjectEmissiveProgram.mShaderFiles.clear(); + gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL); + } + + if (success) + { + gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader"; + gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear(); + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL); + } + if (success) { gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index ced7ed06d9..1b658c45ba 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -71,15 +71,6 @@ public: SHADER_COUNT }; - typedef enum - { - MATERIAL_COLOR = 0, - SPECULAR_COLOR, - BINORMAL, - OBJECT_WEIGHT, - END_RESERVED_ATTRIBS - } eGLSLReservedAttribs; - typedef enum { DIFFUSE_MAP = 0, @@ -309,6 +300,8 @@ extern LLGLSLShader gObjectFullbrightAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightNonIndexedProgram; extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +extern LLGLSLShader gObjectEmissiveNonIndexedProgram; +extern LLGLSLShader gObjectEmissiveNonIndexedWaterProgram; extern LLGLSLShader gObjectBumpProgram; extern LLGLSLShader gTreeProgram; extern LLGLSLShader gTreeWaterProgram; @@ -328,11 +321,13 @@ extern LLGLSLShader gObjectShinyNonIndexedWaterProgram; extern LLGLSLShader gSkinnedObjectSimpleProgram; extern LLGLSLShader gSkinnedObjectFullbrightProgram; +extern LLGLSLShader gSkinnedObjectEmissiveProgram; extern LLGLSLShader gSkinnedObjectFullbrightShinyProgram; extern LLGLSLShader gSkinnedObjectShinySimpleProgram; extern LLGLSLShader gSkinnedObjectSimpleWaterProgram; extern LLGLSLShader gSkinnedObjectFullbrightWaterProgram; +extern LLGLSLShader gSkinnedObjectEmissiveWaterProgram; extern LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram; @@ -368,6 +363,7 @@ extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedBumpProgram; @@ -375,6 +371,7 @@ extern LLGLSLShader gDeferredSkinnedAlphaProgram; extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; +extern LLGLSLShader gDeferredTreeShadowProgram; extern LLGLSLShader gDeferredLightProgram; extern LLGLSLShader gDeferredMultiLightProgram; extern LLGLSLShader gDeferredSpotLightProgram; @@ -394,6 +391,7 @@ extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; +extern LLGLSLShader gDeferredEmissiveProgram; extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; @@ -401,8 +399,5 @@ extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gLuminanceGatherProgram; -//current avatar shader parameter pointer -extern GLint gAvatarMatrixParam; - #endif diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 36d8d6a39b..9f66c074fd 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1720,10 +1720,7 @@ void LLViewerWindow::initGLDefaults() glCullFace(GL_BACK); // RN: Need this for translation and stretch manip. - gCone.prerender(); gBox.prerender(); - gSphere.prerender(); - gCylinder.prerender(); } struct MainPanel : public LLPanel @@ -2233,6 +2230,10 @@ void LLViewerWindow::drawDebugText() gGL.color4f(1,1,1,1); gGL.pushMatrix(); gGL.pushUIMatrix(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } { // scale view by UI global scale factor and aspect ratio correction factor gGL.scaleUI(mDisplayScale.mV[VX], mDisplayScale.mV[VY], 1.f); @@ -2242,6 +2243,10 @@ void LLViewerWindow::drawDebugText() gGL.popMatrix(); gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLViewerWindow::draw() @@ -3441,26 +3446,26 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, if (drawable && drawable->isLight()) { LLVOVolume* vovolume = drawable->getVOVolume(); - glPushMatrix(); + gGL.pushMatrix(); LLVector3 center = drawable->getPositionAgent(); - glTranslatef(center[0], center[1], center[2]); + gGL.translatef(center[0], center[1], center[2]); F32 scale = vovolume->getLightRadius(); - glScalef(scale, scale, scale); + gGL.scalef(scale, scale, scale); LLColor4 color(vovolume->getLightColor(), .5f); - gGL.diffuseColor4fv(color.mV); + gGL.color4fv(color.mV); F32 pixel_area = 100000.f; // Render Outside - gSphere.render(pixel_area); + gSphere.render(); // Render Inside glCullFace(GL_FRONT); - gSphere.render(pixel_area); + gSphere.render(); glCullFace(GL_BACK); - glPopMatrix(); + gGL.popMatrix(); } return true; } @@ -4635,10 +4640,7 @@ void LLViewerWindow::stopGL(BOOL save_state) gPipeline.destroyGL(); } - gCone.cleanupGL(); gBox.cleanupGL(); - gSphere.cleanupGL(); - gCylinder.cleanupGL(); if(gPostProcess) { diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 0b746c841c..7e00350926 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -112,20 +112,6 @@ public: glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); } - if (data_mask & MAP_WEIGHT) - { - glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); - } - - if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1) - { - glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); - } - - if (data_mask & MAP_CLOTHWEIGHT) - { - glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); - } if (data_mask & MAP_VERTEX) { glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 02d914a812..22fba90f65 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -91,8 +91,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset; val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); - - shader->uniform4fv(param, 1, val.mV); + stop_glerror(); + shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } else // param is the uniform name { @@ -118,8 +119,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const { val.mV[0] = i->second.asBoolean(); } - + stop_glerror(); shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } } } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d296081612..f6d021fda8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -458,7 +458,7 @@ void LLPipeline::init() } mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0); - mDeferredVB->allocateBuffer(3, 0, true); + mDeferredVB->allocateBuffer(8, 0, true); setLightingDetail(-1); } @@ -3494,7 +3494,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f); + gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3526,7 +3526,7 @@ void LLPipeline::renderHighlights() color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f); + gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) @@ -7021,7 +7021,7 @@ void LLPipeline::renderDeferredLighting() LLVector4 dir(mSunDir, 0.f); glh::vec4f tc(dir.mV); mat.mult_matrix_vec(tc); - mTransformedSunDir.set(dir.mV); + mTransformedSunDir.set(tc.v); } glPushMatrix(); @@ -7036,7 +7036,7 @@ void LLPipeline::renderDeferredLighting() { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1,1,1,1); mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); @@ -7067,7 +7067,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7091,7 +7091,8 @@ void LLPipeline::renderDeferredLighting() gDeferredEdgeProgram.bind(); mEdgeMap.bindTarget(); bindDeferredShader(gDeferredEdgeProgram); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredEdgeProgram); mEdgeMap.flush(); } @@ -7113,7 +7114,8 @@ void LLPipeline::renderDeferredLighting() gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); mLuminanceMap.bindTarget(); bindDeferredShader(gLuminanceGatherProgram); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gLuminanceGatherProgram); mLuminanceMap.flush(); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); @@ -7131,7 +7133,8 @@ void LLPipeline::renderDeferredLighting() mGIMapPost[0].bindTarget(); bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredGIProgram); mGIMapPost[0].flush(); } @@ -7156,7 +7159,8 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7171,7 +7175,8 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } mGIMapPost[0].flush(); @@ -7185,13 +7190,12 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap mDeferredLight[1].bindTarget(); - glClearColor(1,1,1,1); mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); bindDeferredShader(gDeferredBlurLightProgram); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); const U32 kern_length = 4; F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); @@ -7219,7 +7223,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7227,6 +7231,7 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, 1); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredLight[0].bindTarget(); gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); @@ -7235,7 +7240,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } mDeferredLight[0].flush(); @@ -7338,12 +7343,12 @@ void LLPipeline::renderDeferredLighting() std::list light_colors; LLVertexBuffer::unbind(); + LLVector4a* v = (LLVector4a*) vert.get(); - F32 v[24]; - glVertexPointer(3, GL_FLOAT, 0, v); - { bindDeferredShader(gDeferredLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) { @@ -7398,15 +7403,15 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing - v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 - v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 - v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 - v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 + v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 + v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 + v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011 - v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 - v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 - v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 - v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 + v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100 + v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101 + v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 + v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || @@ -7425,8 +7430,12 @@ void LLPipeline::renderDeferredLighting() } LLFastTimer ftm(FTM_LOCAL_LIGHTS); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); + gDeferredLightProgram.uniform3fv("center", 1, tc.v); + gDeferredLightProgram.uniform1f("size", s*s); + gDeferredLightProgram.uniform3fv("color", 1, col.mV); + gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); stop_glerror(); @@ -7453,6 +7462,8 @@ void LLPipeline::renderDeferredLighting() LLGLDepthTest depth(GL_TRUE, GL_FALSE); bindDeferredShader(gDeferredSpotLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) @@ -7481,18 +7492,20 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing - v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 - v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 - v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 - v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 + v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 + v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 + v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011 - v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 - v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 - v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 - v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 - - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100 + v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101 + v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 + v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 + + gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v); + gDeferredSpotLightProgram.uniform1f("size", s*s); + gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); + gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); } @@ -7500,6 +7513,11 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSpotLightProgram); } + //reset mDeferredVB to fullscreen triangle + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + { bindDeferredShader(gDeferredMultiLightProgram); @@ -7554,6 +7572,8 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) { LLFastTimer ftm(FTM_PROJECTORS); @@ -7575,9 +7595,11 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); col *= volume->getLightIntensity(); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f("size", s*s); + gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); @@ -7610,7 +7632,7 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]); gDeferredPostProgram.bind(); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); LLVertexBuffer::unbind(); // glVertexPointer(2, GL_FLOAT, 0, vert); @@ -7622,8 +7644,8 @@ void LLPipeline::renderDeferredLighting() glPushMatrix(); glLoadIdentity(); - glDrawArrays(GL_TRIANGLES, 0, 3); - + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); @@ -8294,12 +8316,14 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowAlphaMaskProgram.bind(); gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); - gGL.diffuseColor4f(1,1,1,1); + gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } //glCullFace(GL_BACK); + gDeferredShadowProgram.bind(); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(shadow_cam); @@ -9676,6 +9700,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) static const F32 clip_plane = 0.99999f; + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gGL.color4ub(64,64,64,255); gGL.begin(LLRender::QUADS); gGL.vertex3f(-1, -1, clip_plane); @@ -9685,6 +9714,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) gGL.end(); gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); -- cgit v1.2.3 From 5e87957e053268031d1bd880b7f8e6f713394c5e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 13:02:14 -0500 Subject: Remove zip file that was accidentally added --- indra/newview/app_settings/shaders/class1/objects.zip | Bin 6772 -> 0 bytes 1 file changed, 0 insertions(+), 0 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/objects.zip (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects.zip b/indra/newview/app_settings/shaders/class1/objects.zip deleted file mode 100644 index 7e43660731..0000000000 Binary files a/indra/newview/app_settings/shaders/class1/objects.zip and /dev/null differ -- cgit v1.2.3 From db92b0369194f1a81b92fd3fa72458eb0c1d2f20 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 14:49:11 -0500 Subject: SH-2242 Start using "no fixed function" when rendering dynamic textures. --- indra/newview/lldynamictexture.cpp | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 799866091b..4955b6224e 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -209,10 +209,7 @@ BOOL LLViewerDynamicTexture::updateAllInstances() LLGLSLShader::bindNoShader(); LLVertexBuffer::unbind(); - //allow fixed function when rendering dynamic textures - bool no_fixed = LLGLSLShader::sNoFixedFunction; - LLGLSLShader::sNoFixedFunction = false; - + BOOL result = FALSE; BOOL ret = FALSE ; for( S32 order = 0; order < ORDER_COUNT; order++ ) @@ -243,7 +240,6 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } - LLGLSLShader::sNoFixedFunction = no_fixed; return ret; } -- cgit v1.2.3 From 364f8771ed6b7a4fabaf2ec1e547aafb8227c876 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 15:34:48 -0500 Subject: Merge cleanup. --- .../shaders/class1/objects/impostorF.glsl | 35 ++++++++++------------ .../shaders/class1/objects/impostorV.glsl | 12 ++++---- indra/newview/lldrawpoolavatar.cpp | 9 ------ 3 files changed, 23 insertions(+), 33 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 7257132f06..d6946d0de6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -5,22 +5,19 @@ * $/LicenseInfo$ */ -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -void main() -{ - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - gl_FragColor = color; -} +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index 724b86a1b7..f1c307c459 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -5,12 +5,14 @@ * $/LicenseInfo$ */ - + + +attribute vec3 position; +attribute vec2 texcoord0; + void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - - gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 082448d95c..f0eb52909d 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -581,11 +581,6 @@ void LLDrawPoolAvatar::beginImpostor() gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); sDiffuseChannel = 0; - - if (LLGLSLShader::sNoFixedFunction) - { - gUIProgram.bind(); - } } void LLDrawPoolAvatar::endImpostor() @@ -595,10 +590,6 @@ void LLDrawPoolAvatar::endImpostor() gImpostorProgram.unbind(); } gPipeline.enableLightsDynamic(); - if (LLGLSLShader::sNoFixedFunction) - { - gUIProgram.unbind(); - } } void LLDrawPoolAvatar::beginRigid() -- cgit v1.2.3 From 2dd8ce53e4e0d14f2bc20796eb6bdf1ef12a65df Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 11 Aug 2011 14:19:58 -0500 Subject: SH-2242 FXAA support instead of unreliable multisample textures (done here because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses. --- .../class1/deferred/postDeferredNoDoFF.glsl | 2086 +++++++++++++++++++- .../shaders/class1/deferred/postDeferredV.glsl | 5 + .../shaders/class1/interface/glowcombineFXAAF.glsl | 23 + .../shaders/class1/interface/glowcombineFXAAV.glsl | 19 + .../shaders/class1/objects/previewV.glsl | 30 + indra/newview/llfloateranimpreview.cpp | 5 + indra/newview/llfloaterimagepreview.cpp | 39 +- indra/newview/llspatialpartition.cpp | 21 +- indra/newview/lltoolmorph.cpp | 5 + indra/newview/llviewershadermgr.cpp | 42 + indra/newview/llviewershadermgr.h | 2 + indra/newview/pipeline.cpp | 58 +- indra/newview/pipeline.h | 1 + .../newview/skins/default/xui/en/floater_about.xml | 52 +- 14 files changed, 2335 insertions(+), 53 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/previewV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index bf829bfc56..4c531ed20b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -1,24 +1,2096 @@ /** - * @file postDeferredF.glsl + * @file postDeferredNoDoFF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ +#extension GL_ARB_texture_rectangle : enable +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 -#extension GL_ARB_texture_rectangle : enable +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + +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; void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = FxaaPixelShader(vary_tc, //pos + vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos + diffuseMap, //tex + diffuseMap, + diffuseMap, + rcp_screen_res, //fxaaQualityRcpFrame + vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt + rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 + rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 + 0.75, //fxaaQualitySubpix + 0.166, //fxaaQualityEdgeThreshold + 0.0833, //fxaaQualityEdgeThresholdMin + 8.0, //fxaaConsoleEdgeSharpness + 0.125, //fxaaConsoleEdgeThreshold + 0.05, //fxaaConsoleEdgeThresholdMin + vec4(0,0,0,0)); //fxaaConsole360ConstDir + + + + //diff = texture2D(diffuseMap, vary_tc); + + gl_FragColor = diff; - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 30dbe3f75e..c327011184 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -8,6 +8,10 @@ attribute vec3 position; varying vec2 vary_fragcoord; +varying vec2 vary_tc; + +uniform vec2 tc_scale; + uniform vec2 screen_res; void main() @@ -15,5 +19,6 @@ void main() //transform vertex vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); gl_Position = pos; + vary_tc = (pos.xy*0.5+0.5)*tc_scale; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl new file mode 100644 index 0000000000..6639f88047 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -0,0 +1,23 @@ +/** + * @file glowcombineFXAAF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D glowMap; +uniform sampler2DRect screenMap; + +uniform vec2 screen_res; +varying vec2 vary_tc; + +void main() +{ + vec3 col = texture2D(glowMap, vary_tc).rgb + + texture2DRect(screenMap, vary_tc*screen_res).rgb; + + + gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl new file mode 100644 index 0000000000..f54876135e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -0,0 +1,19 @@ +/** + * @file glowcombineFXAAV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; + +varying vec2 vary_tc; + +void main() +{ + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = pos; + + vary_tc = pos.xy*0.5+0.5; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl new file mode 100644 index 0000000000..555c59c37e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -0,0 +1,30 @@ +/** + * @file previewV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp index 1f334815d6..ef92dfd956 100644 --- a/indra/newview/llfloateranimpreview.cpp +++ b/indra/newview/llfloateranimpreview.cpp @@ -1072,6 +1072,11 @@ BOOL LLPreviewAnimation::render() gGL.pushMatrix(); glLoadIdentity(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLSUIDefault def; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index dc4c15316a..b9c298ff9d 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -50,6 +50,7 @@ #include "llvoavatar.h" #include "pipeline.h" #include "lluictrlfactory.h" +#include "llviewershadermgr.h" #include "llviewertexturelist.h" #include "llstring.h" @@ -662,6 +663,11 @@ BOOL LLImagePreviewAvatar::render() LLGLSUIDefault def; gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gl_rect_2d_simple( mFullWidth, mFullHeight ); glMatrixMode(GL_PROJECTION); @@ -690,8 +696,7 @@ BOOL LLImagePreviewAvatar::render() LLVertexBuffer::unbind(); avatarp->updateLOD(); - - + if (avatarp->mDrawable.notNull()) { LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); @@ -790,15 +795,17 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) U32 num_indices = vf.mNumIndices; U32 num_vertices = vf.mNumVertices; - mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL, 0); + mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0); mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE); LLStrider vertex_strider; LLStrider normal_strider; + LLStrider tc_strider; LLStrider index_strider; mVertexBuffer->getVertexStrider(vertex_strider); mVertexBuffer->getNormalStrider(normal_strider); + mVertexBuffer->getTexCoord0Strider(tc_strider); mVertexBuffer->getIndexStrider(index_strider); // build vertices and normals @@ -806,7 +813,8 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) pos = (LLVector3*) vf.mPositions; pos.setStride(16); LLStrider norm; norm = (LLVector3*) vf.mNormals; norm.setStride(16); - + LLStrider tc; + tc = (LLVector2*) vf.mTexCoords; tc.setStride(8); for (U32 i = 0; i < num_vertices; i++) { @@ -814,6 +822,7 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) LLVector3 normal = *norm++; normal.normalize(); *(normal_strider++) = normal; + *(tc_strider++) = *tc++; } // build indices @@ -846,8 +855,13 @@ BOOL LLImagePreviewSculpted::render() gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); - gl_rect_2d_simple( mFullWidth, mFullHeight ); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gl_rect_2d_simple( mFullWidth, mFullHeight ); + glMatrixMode(GL_PROJECTION); gGL.popMatrix(); @@ -876,17 +890,28 @@ BOOL LLImagePreviewSculpted::render() const LLVolumeFace &vf = mVolume->getVolumeFace(0); U32 num_indices = vf.mNumIndices; - mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL); - gPipeline.enableLightsAvatar(); + + if (LLGLSLShader::sNoFixedFunction) + { + gObjectPreviewProgram.bind(); + } gGL.pushMatrix(); const F32 SCALE = 1.25f; gGL.scalef(SCALE, SCALE, SCALE); const F32 BRIGHTNESS = 0.9f; gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS); + + mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0); mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0); gGL.popMatrix(); + + if (LLGLSLShader::sNoFixedFunction) + { + gObjectPreviewProgram.unbind(); + } + return TRUE; } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 3d371f7a44..ed124cfecf 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2436,8 +2436,7 @@ void pushVerts(LLVolume* volume) for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i) { const LLVolumeFace& face = volume->getVolumeFace(i); - glVertexPointer(3, GL_FLOAT, 16, face.mPositions); - glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, NULL, face.mNumIndices, face.mIndices); } } @@ -3178,13 +3177,13 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVertexBuffer::unbind(); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0); - - glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints); - glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); + + LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices); gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices); + } else { @@ -4115,6 +4114,11 @@ void LLSpatialPartition::renderDebug() return; } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY)) { //sLastMaxTexPriority = lerp(sLastMaxTexPriority, sCurMaxTexPriority, gFrameIntervalSeconds); @@ -4143,6 +4147,11 @@ void LLSpatialPartition::renderDebug() LLOctreeRenderNonOccluded render_debug(camera); render_debug.traverse(mOctree); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLSpatialGroup::drawObjectBox(LLColor4 col) diff --git a/indra/newview/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp index 964b17d3a6..eeb90a2b19 100644 --- a/indra/newview/lltoolmorph.cpp +++ b/indra/newview/lltoolmorph.cpp @@ -178,6 +178,11 @@ BOOL LLVisualParamHint::render() gGL.pushMatrix(); glLoadIdentity(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLSUIDefault gls_ui; //LLGLState::verify(TRUE); mBackgroundp->draw(0, 0, mFullWidth, mFullHeight); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ab193c7d85..de9d853c7c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -65,11 +65,13 @@ LLVector4 gShinyOrigin; LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; +LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; //object shaders LLGLSLShader gObjectSimpleProgram; +LLGLSLShader gObjectPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; @@ -200,6 +202,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); @@ -208,6 +211,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gUIProgram); mShaderList.push_back(&gCustomAlphaProgram); mShaderList.push_back(&gGlowCombineProgram); + mShaderList.push_back(&gGlowCombineFXAAProgram); mShaderList.push_back(&gTwoTextureAddProgram); mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); @@ -669,6 +673,7 @@ void LLViewerShaderMgr::unloadShaders() gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); + gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); @@ -676,6 +681,7 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -1767,6 +1773,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -2117,6 +2124,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gImpostorProgram.createShader(NULL, NULL); } + if (success) + { + gObjectPreviewProgram.mName = "Simple Shader"; + gObjectPreviewProgram.mFeatures.calculatesLighting = true; + gObjectPreviewProgram.mFeatures.calculatesAtmospherics = true; + gObjectPreviewProgram.mFeatures.hasGamma = true; + gObjectPreviewProgram.mFeatures.hasAtmospherics = true; + gObjectPreviewProgram.mFeatures.hasLighting = true; + gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectPreviewProgram.mFeatures.disableTextureIndex = true; + gObjectPreviewProgram.mShaderFiles.clear(); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectPreviewProgram.createShader(NULL, NULL); + } + if (success) { gObjectSimpleProgram.mName = "Simple Shader"; @@ -2706,6 +2730,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface() } } + if (success) + { + gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; + gGlowCombineFXAAProgram.mShaderFiles.clear(); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB)); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB)); + gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineFXAAProgram.createShader(NULL, NULL); + if (success) + { + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform1i("glowMap", 0); + gGlowCombineFXAAProgram.uniform1i("screenMap", 1); + gGlowCombineFXAAProgram.unbind(); + } + } + + if (success) { gTwoTextureAddProgram.mName = "Two Texture Add Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 270c05b669..c63260fb2e 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -273,6 +273,7 @@ extern LLVector4 gShinyOrigin; extern LLGLSLShader gOcclusionProgram; extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; +extern LLGLSLShader gGlowCombineFXAAProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; @@ -281,6 +282,7 @@ extern LLGLSLShader gOneTextureNoColorProgram; //object shaders extern LLGLSLShader gObjectSimpleProgram; +extern LLGLSLShader gObjectPreviewProgram; extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f6d021fda8..7feb429911 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -673,6 +673,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (!addDeferredAttachments(mDeferredScreen)) return false; if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO @@ -782,6 +783,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mShadow[i].release(); } + mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); @@ -867,6 +869,7 @@ void LLPipeline::releaseScreenBuffers() { mUIScreen.release(); mScreen.release(); + mFXAABuffer.release(); mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); @@ -4231,6 +4234,11 @@ void LLPipeline::renderDebug() } } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLVertexBuffer::unbind(); @@ -4455,6 +4463,10 @@ void LLPipeline::renderDebug() } gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } gPipeline.renderPhysicsDisplay(); } @@ -6300,7 +6312,31 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); + { + //bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform2f("screen_res", width, height); + + gGL.getTexUnit(0)->bind(&mGlow[1]); + gGL.getTexUnit(1)->bind(&mScreen); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGlowCombineFXAAProgram.unbind(); + mFXAABuffer.flush(); + gViewerWindow->setup3DViewport(); + } + LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) { @@ -6317,6 +6353,16 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + + F32 scale_x = (F32) width/mFXAABuffer.getWidth(); + F32 scale_y = (F32) height/mFXAABuffer.getHeight(); + shader->uniform2f("tc_scale", scale_x, scale_y); + shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + if (dof_enabled) { //depth of field focal plane calculations @@ -6429,17 +6475,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { - mScreen.bindTexture(0, channel); + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } - //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); - //if (channel > -1) - //{ - //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - //} - + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 61ab84588d..159ec612d3 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -527,6 +527,7 @@ public: LLRenderTarget mScreen; LLRenderTarget mUIScreen; LLRenderTarget mDeferredScreen; + LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; LLRenderTarget mDeferredLight[3]; diff --git a/indra/newview/skins/default/xui/en/floater_about.xml b/indra/newview/skins/default/xui/en/floater_about.xml index a8b3ce9c28..b93e70c8c5 100644 --- a/indra/newview/skins/default/xui/en/floater_about.xml +++ b/indra/newview/skins/default/xui/en/floater_about.xml @@ -137,34 +137,36 @@ Thank you to the following Residents for helping to ensure that this is the best top="5" width="435" word_wrap="true"> -3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion -APR Copyright (C) 2000-2004 The Apache Software Foundation -Collada DOM Copyright 2005 Sony Computer Entertainment Inc. -cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se) -DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc. -expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd. -FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org). -GL Copyright (C) 1999-2004 Brian Paul. -GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia. -google-perftools Copyright (c) 2005, Google Inc. -Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited. -jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW) -jpeglib Copyright (C) 1991-1998, Thomas G. Lane. -ogg/vorbis Copyright (C) 2001, Xiphophorus -OpenSSL Copyright (C) 1998-2002 The OpenSSL Project. -PCRE Copyright (c) 1997-2008 University of Cambridge -SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga -SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) -xmlrpc-epi Copyright (C) 2000 Epinions, Inc. -zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler. -google-perftools Copyright (c) 2005, Google Inc. + 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion + APR Copyright (C) 2000-2004 The Apache Software Foundation + Collada DOM Copyright 2005 Sony Computer Entertainment Inc. + cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se) + DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc. + expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd. + FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org). + GL Copyright (C) 1999-2004 Brian Paul. + GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia. + google-perftools Copyright (c) 2005, Google Inc. + Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited. + jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW) + jpeglib Copyright (C) 1991-1998, Thomas G. Lane. + ogg/vorbis Copyright (C) 2001, Xiphophorus + OpenSSL Copyright (C) 1998-2002 The OpenSSL Project. + PCRE Copyright (c) 1997-2008 University of Cambridge + SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga + SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) + xmlrpc-epi Copyright (C) 2000 Epinions, Inc. + zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler. + google-perftools Copyright (c) 2005, Google Inc. -Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details. + Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details. -All rights reserved. See licenses.txt for details. + This software contains source code provided by NVIDIA Corporation. -Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C) - + All rights reserved. See licenses.txt for details. + + Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C) + -- cgit v1.2.3 From ee4fdd2c18c722164d78a7305777fad6e49cba8b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 21 Aug 2011 16:23:04 -0500 Subject: SH-2242 Work in progress on FXAA/glVertexAttrib -- DoF works, physics shape display still doesn't. --- .../shaders/class1/deferred/postDeferredF.glsl | 2099 +++++++++++++++++++- .../shaders/class1/interface/debugF.glsl | 31 + .../shaders/class1/interface/debugV.glsl | 32 + .../class1/interface/splattexturerectF.glsl | 33 + .../class1/interface/splattexturerectV.glsl | 36 + indra/newview/llspatialpartition.cpp | 6 +- indra/newview/llviewershadermgr.cpp | 31 + indra/newview/llviewershadermgr.h | 2 + indra/newview/pipeline.cpp | 34 +- 9 files changed, 2276 insertions(+), 28 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/debugF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/debugV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 29f5f899ba..cfcd8585f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -22,16 +22,2070 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#extension GL_ARB_texture_rectangle : enable + +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 + +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% +MEAN: 17% 61% 67% -#extension GL_ARB_texture_rectangle : enable +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect edgeMap; +uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2D bloomMap; + +uniform vec2 tc_scale; +uniform vec2 rcp_screen_res; +uniform vec4 rcp_frame_opt; +uniform vec4 rcp_frame_opt2; +uniform vec2 screen_res; uniform float depth_cutoff; uniform float norm_cutoff; @@ -41,9 +2095,10 @@ uniform float tan_pixel_angle; uniform float magnification; uniform mat4 inv_proj; -uniform vec2 screen_res; varying vec2 vary_fragcoord; +varying vec2 vary_tc; + float getDepth(vec2 pos_screen) { @@ -76,8 +2131,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) float sc = calc_cof(d); float wg = 0.25; - - vec4 s = texture2DRect(diffuseRect, tc); + + vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -97,7 +2152,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve { float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -107,7 +2162,6 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } - void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; @@ -117,7 +2171,7 @@ void main() float depth = getDepth(tc); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseMap, vary_fragcoord.xy*tc_scale/screen_res); { float w = 1.0; @@ -131,6 +2185,7 @@ void main() // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) + if (sc > 0.5) { while (sc > 0.5) { @@ -146,10 +2201,30 @@ void main() sc -= 1.0; } } + else + { + diff = FxaaPixelShader(vary_tc, //pos + vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos + diffuseMap, //tex + diffuseMap, + diffuseMap, + rcp_screen_res, //fxaaQualityRcpFrame + vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt + rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 + rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 + 0.75, //fxaaQualitySubpix + 0.166, //fxaaQualityEdgeThreshold + 0.0833, //fxaaQualityEdgeThresholdMin + 8.0, //fxaaConsoleEdgeSharpness + 0.125, //fxaaConsoleEdgeThreshold + 0.05, //fxaaConsoleEdgeThresholdMin + vec4(0,0,0,0)); //fxaaConsole360ConstDir + + + } diff /= w; } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + gl_FragColor = diff; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl new file mode 100644 index 0000000000..d43bf3fb50 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -0,0 +1,31 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +uniform vec4 color; + +void main() +{ + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl new file mode 100644 index 0000000000..2f64fdb7bc --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -0,0 +1,32 @@ +/** + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +attribute vec3 position; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl new file mode 100644 index 0000000000..c263f4dc6a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -0,0 +1,33 @@ +/** + * @file splattexturerectF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect screenMap; + +void main() +{ + gl_FragColor = texture2DRect(screenMap, gl_TexCoord[0].xy) * gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl new file mode 100644 index 0000000000..085970f549 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -0,0 +1,36 @@ +/** + * @file splattexturerectV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec4 diffuse_color; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; +} + diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index b1c7b7f159..d7d5e5f432 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2876,10 +2876,9 @@ void renderNormals(LLDrawable* drawablep) { const LLVolumeFace& face = volume->getVolumeFace(i); - gGL.begin(LLRender::LINES); - for (S32 j = 0; j < face.mNumVertices; ++j) { + gGL.begin(LLRender::LINES); LLVector4a n,p; n.setMul(face.mNormals[j], scale); @@ -2898,9 +2897,8 @@ void renderNormals(LLDrawable* drawablep) gGL.vertex3fv(face.mPositions[j].getF32ptr()); gGL.vertex3fv(p.getF32ptr()); } + gGL.end(); } - - gGL.end(); } gGL.popMatrix(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index de9d853c7c..9fac986bf1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -65,9 +65,11 @@ LLVector4 gShinyOrigin; LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; +LLGLSLShader gSplatTextureRectProgram; LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; +LLGLSLShader gDebugProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -216,6 +218,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); + mShaderList.push_back(&gDebugProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -670,9 +673,11 @@ void LLViewerShaderMgr::setShaders() void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); + gDebugProgram.unload(); gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); + gSplatTextureRectProgram.unload(); gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gOneTextureNoColorProgram.unload(); @@ -2713,6 +2718,22 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gCustomAlphaProgram.createShader(NULL, NULL); } + if (success) + { + gSplatTextureRectProgram.mName = "Splat Texture Rect Shader"; + gSplatTextureRectProgram.mShaderFiles.clear(); + gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB)); + gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gSplatTextureRectProgram.createShader(NULL, NULL); + if (success) + { + gSplatTextureRectProgram.bind(); + gSplatTextureRectProgram.uniform1i("screenMap", 0); + gSplatTextureRectProgram.unbind(); + } + } + if (success) { gGlowCombineProgram.mName = "Glow Combine Shader"; @@ -2805,6 +2826,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gOcclusionProgram.createShader(NULL, NULL); } + if (success) + { + gDebugProgram.mName = "Debug Shader"; + gDebugProgram.mShaderFiles.clear(); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB)); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gDebugProgram.createShader(NULL, NULL); + } + if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index c63260fb2e..1c9d7f8453 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -273,7 +273,9 @@ extern LLVector4 gShinyOrigin; extern LLGLSLShader gOcclusionProgram; extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; +extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; +extern LLGLSLShader gDebugProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 45268d203d..27672a05cb 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4126,6 +4126,11 @@ void LLPipeline::renderPhysicsDisplay() gGL.setColorMask(true, false); + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.bind(); + } + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -4155,8 +4160,13 @@ void LLPipeline::renderPhysicsDisplay() } } - gGL.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.unbind(); + } + mPhysicsDisplay.flush(); } @@ -6137,8 +6147,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM); if (!(gPipeline.canUseVertexShaders() && - sRenderGlow) || - (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))) + sRenderGlow)) { return; } @@ -6569,19 +6578,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - } - gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.bind(); + gSplatTextureRectProgram.bind(); } gGL.setColorMask(true, false); @@ -6595,7 +6598,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mPhysicsDisplay); - gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.begin(LLRender::TRIANGLES); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); @@ -6610,10 +6613,17 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.unbind(); + gSplatTextureRectProgram.unbind(); } + } + + if (LLRenderTarget::sUseFBO) + { //copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), + 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } + glMatrixMode(GL_PROJECTION); glPopMatrix(); -- cgit v1.2.3 From 764b7a1ec0a92bd9948010ac76a7c4362d66acf6 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 22 Aug 2011 15:58:12 -0700 Subject: Mac build fixes. --- indra/newview/llviewerwindow.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 9f66c074fd..254fa9d4a1 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -3456,7 +3456,7 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, LLColor4 color(vovolume->getLightColor(), .5f); gGL.color4fv(color.mV); - F32 pixel_area = 100000.f; + //F32 pixel_area = 100000.f; // Render Outside gSphere.render(); -- cgit v1.2.3 From 11d7a7f197d31617602ff9c109674a783fd6fa71 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Tue, 23 Aug 2011 11:19:04 -0700 Subject: Mac crash fixes. Reviewed by davep. --- indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 7 ++++--- indra/newview/llspatialpartition.cpp | 2 +- 2 files changed, 5 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index b99fab2c0f..831a7de0ea 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -57,19 +57,20 @@ void main() float d = length(oEyeVec.xy); float ld = min(d, 2560.0); - position.xy = eyeVec.xy + oEyeVec.xy/d*ld; + vec3 lpos = position; + lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; - oPosition = vec4(position, 1.0); + oPosition = vec4(lpos, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) - vec3 v = position.xyz; + vec3 v = lpos; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index d7d5e5f432..78b2db2bde 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2416,7 +2416,7 @@ void pushVerts(LLFace* face, U32 mask) LLVertexBuffer* buffer = face->getVertexBuffer(); - if (buffer) + if (buffer && (face->getGeomCount() >= 3)) { buffer->setBuffer(mask); U16 start = face->getGeomStart(); -- cgit v1.2.3 From bf0d36bf889bb913fbc2a53c5a1b9818acb11ee6 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Wed, 24 Aug 2011 15:41:00 -0700 Subject: Mac rendering now with 100% fewer crashes when enabling shadows. --- indra/newview/app_settings/settings.xml | 2 +- .../newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 2 +- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 6 +++--- indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl | 4 +--- indra/newview/lltexlayer.cpp | 6 +++--- 6 files changed, 10 insertions(+), 12 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 1ea986b16d..7c01731282 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7571,7 +7571,7 @@ Type Boolean Value - 1 + 0 RenderDebugNormalScale diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index cfcd8585f1..daef6a938c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #define FXAA_PC 1 -#define FXAA_GLSL_130 1 +//#define FXAA_GLSL_130 1 #define FXAA_QUALITY__PRESET 12 /*============================================================================ diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index e9122fc9d3..f67615bdd5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #define FXAA_PC 1 -#define FXAA_GLSL_130 1 +//#define FXAA_GLSL_130 1 #define FXAA_QUALITY__PRESET 12 /*============================================================================ diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 1809cff1e5..146fac56e9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -48,12 +48,12 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 shadow_res; uniform vec2 proj_shadow_res; +uniform vec3 sun_dir; uniform float shadow_bias; uniform float shadow_offset; @@ -132,10 +132,10 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 827ec15621..2cf7375d4d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -1,5 +1,5 @@ /** - * @file sunLightF.glsl + * @file sunLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -25,8 +25,6 @@ attribute vec3 position; - -varying vec4 vary_light; varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index 87e7a57ae8..f44e62335d 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -306,9 +306,6 @@ BOOL LLTexLayerSetBuffer::render() success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight ); gGL.flush(); - LLVertexBuffer::unbind(); - LLGLSLShader::sNoFixedFunction = no_ff; - if(upload_now) { if (!success) @@ -338,6 +335,9 @@ BOOL LLTexLayerSetBuffer::render() doUpdate(); } + LLVertexBuffer::unbind(); + LLGLSLShader::sNoFixedFunction = no_ff; + // reset GL state gGL.setColorMask(true, true); gGL.setSceneBlendType(LLRender::BT_ALPHA); -- cgit v1.2.3 From 7821ff23baafff4e7712a126c17c3947e7b4989e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 27 Aug 2011 00:38:53 -0500 Subject: SH-2242 Physics shape display works again, added asserts to flush out areas where state being consumed by a shader does not match state being provided by vertex buffers. --- .../app_settings/shaders/class1/deferred/bumpV.glsl | 4 ++-- .../shaders/class1/interface/highlightF.glsl | 4 ++-- .../app_settings/shaders/class1/objects/bumpV.glsl | 2 -- indra/newview/lldrawpoolalpha.cpp | 3 +-- indra/newview/lldrawpoolwlsky.cpp | 4 ++-- indra/newview/llselectmgr.cpp | 12 +++--------- indra/newview/llspatialpartition.cpp | 19 ++++--------------- indra/newview/llviewerdisplay.cpp | 12 ++++++++++++ indra/newview/pipeline.cpp | 2 -- 9 files changed, 26 insertions(+), 36 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 99ddeaf0b9..b724def93d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,7 +27,7 @@ attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; attribute vec2 texcoord0; -attribute vec2 texcoord2; +attribute vec3 binormal; varying vec3 vary_mat0; varying vec3 vary_mat1; @@ -40,7 +40,7 @@ void main() gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); vec3 n = normalize(gl_NormalMatrix * normal); - vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz); + vec3 b = normalize(gl_NormalMatrix * binormal); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 4c0455502f..3a48205101 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -24,10 +24,10 @@ */ -uniform vec4 highlight_color; +uniform vec4 color; uniform sampler2D diffuseMap; void main() { - gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index bb6f0aa5e8..7d38e07d65 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -25,7 +25,6 @@ attribute vec3 position; -attribute vec4 diffuse_color; attribute vec2 texcoord0; attribute vec2 texcoord1; @@ -35,5 +34,4 @@ void main() gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a3f8eb377a..1e04cd9c17 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -322,13 +322,12 @@ void LLDrawPoolAlpha::render(S32 pass) if(shaders) { gHighlightProgram.bind(); - gHighlightProgram.uniform4f("highlight_color", 1,0,0,1); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - gGL.diffuseColor4f(1,0,0,1); } + gGL.diffuseColor4f(1,0,0,1); LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index e4de92490e..852de39781 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -269,7 +269,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() { if (gPipeline.canUseVertexShaders()) { - gUIProgram.bind(); + gHighlightProgram.bind(); } // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, @@ -289,7 +289,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() if (gPipeline.canUseVertexShaders()) { - gUIProgram.unbind(); + gHighlightProgram.unbind(); } } } diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 568c967a9a..48cccc12ef 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5637,7 +5637,7 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL); if (shader) { - gHighlightProgram.uniform4f("highlight_color", color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); pushWireframe(drawable); } else @@ -5661,14 +5661,8 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) gGL.flush(); gGL.setSceneBlendType(LLRender::BT_ALPHA); - if (shader) - { - gHighlightProgram.uniform4f("highlight_color", color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); - } - else - { - gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); - } + gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + LLGLEnable offset(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 78b2db2bde..e0c3b43110 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2944,7 +2944,7 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo else { gMeshRepo.buildPhysicsMesh(*decomp); - gGL.color3f(0,1,1); + gGL.diffuseColor4f(0,1,1,1); drawBoxOutline(center, size); } @@ -3078,7 +3078,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) { renderMeshBaseHull(volume, data_mask, color, line_color); } -#if LL_WINDOWS else { LLVolumeParams volume_params = volume->getVolume()->getParams(); @@ -3190,13 +3189,12 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) } else { - gGL.color3f(1,0,1); + gGL.diffuseColor4f(1,0,1,1); drawBoxOutline(center, size); } LLPrimitive::sVolumeManager->unrefVolume(phys_volume); } -#endif //LL_WINDOWS } else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::BOX) { @@ -3210,7 +3208,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) } else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::SPHERE) { - LLVolumeParams volume_params; + /*LLVolumeParams volume_params; volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE ); volume_params.setBeginAndEndS( 0.f, 1.f ); volume_params.setBeginAndEndT( 0.f, 1.f ); @@ -3220,7 +3218,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) gGL.diffuseColor4fv(color.mV); pushVerts(sphere); - LLPrimitive::sVolumeManager->unrefVolume(sphere); + LLPrimitive::sVolumeManager->unrefVolume(sphere);*/ } else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::CYLINDER) { @@ -3290,15 +3288,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) } gGL.popMatrix(); - - /*{ //analytical shape, just push visual rep. - gGL.diffuseColor3fv(color.mV); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - pushVerts(drawable, data_mask); - gGL.diffuseColor4fv(color.mV); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - pushVerts(drawable, data_mask); - }*/ } void renderPhysicsShapes(LLSpatialGroup* group) diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 39053fe9e4..eeb33ea5d2 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -719,6 +719,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery"); gPipeline.generateWaterReflection(*LLViewerCamera::getInstance()); gPipeline.generateHighlight(*LLViewerCamera::getInstance()); + gPipeline.renderPhysicsDisplay(); } LLGLState::checkStates(); @@ -1454,6 +1455,11 @@ void render_ui_2d() void render_disconnected_background() { + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gGL.color4f(1,1,1,1); if (!gDisconnectedImagep && gDisconnected) { @@ -1523,6 +1529,12 @@ void render_disconnected_background() glPopMatrix(); } gGL.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } + } void display_cleanup() diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 27672a05cb..8d5bc22e6f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4480,8 +4480,6 @@ void LLPipeline::renderDebug() { gUIProgram.unbind(); } - - gPipeline.renderPhysicsDisplay(); } void LLPipeline::rebuildPools() -- cgit v1.2.3 From c8b8b153f14b65fa7d833d787df6c03539eb85a8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 27 Aug 2011 00:48:14 -0500 Subject: SH-2242 Don't make LLDynamicTexture targets use shaders all the time (revisit later). --- indra/newview/lldynamictexture.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 4955b6224e..f9a213a86f 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -210,6 +210,9 @@ BOOL LLViewerDynamicTexture::updateAllInstances() LLGLSLShader::bindNoShader(); LLVertexBuffer::unbind(); + bool no_ff = LLGLSLShader::sNoFixedFunction; + LLGLSLShader::sNoFixedFunction = false; + BOOL result = FALSE; BOOL ret = FALSE ; for( S32 order = 0; order < ORDER_COUNT; order++ ) @@ -240,6 +243,8 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } + LLGLSLShader::sNoFixedFunction = no_ff; + return ret; } -- cgit v1.2.3 From 7ee10ae1def26708fa44c25355982aa56195d5f9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 27 Aug 2011 01:30:31 -0500 Subject: SH-2242 Remove old multisample shaders and make FXAA turn itself off when FSAA is disabled. --- .../shaders/class1/deferred/blurLightMSF.glsl | 131 -------- .../class1/deferred/multiPointLightMSF.glsl | 155 ---------- .../shaders/class1/deferred/multiSpotLightMSF.glsl | 250 --------------- .../shaders/class1/deferred/pointLightMSF.glsl | 126 -------- .../shaders/class1/deferred/postDeferredMSF.glsl | 151 --------- .../class1/deferred/postDeferredNoDoFMSF.glsl | 55 ---- .../class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 41 +++ .../class1/deferred/postDeferredNoFXAAF.glsl | 153 +++++++++ .../shaders/class1/deferred/softenLightMSF.glsl | 342 --------------------- .../shaders/class1/deferred/spotLightMSF.glsl | 252 --------------- .../shaders/class1/deferred/sunLightMSF.glsl | 35 --- .../shaders/class1/deferred/sunLightSSAOMSF.glsl | 140 --------- indra/newview/llviewershadermgr.cpp | 121 +------- indra/newview/pipeline.cpp | 43 ++- 14 files changed, 240 insertions(+), 1755 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl deleted file mode 100644 index c858eb7a3a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ /dev/null @@ -1,131 +0,0 @@ -/** - * @file blurLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; - -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform vec3 kern[4]; -uniform float kern_scale; - -varying vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) -{ - vec3 ret = vec3(0,0,0); - for (int i = 0; i < samples; i++) - { - ret += texelFetch(tex, tc, i).rgb; - } - - return ret/samples; -} - -float texture2DMS1(sampler2DMS tex, ivec2 tc) -{ - float ret = 0; - for (int i = 0; i < samples; i++) - { - ret += texelFetch(tex, tc, i).r; - } - - return ret/samples; -} - -vec4 getPosition(ivec2 pos_screen) -{ - float depth = texture2DMS1(depthMap, pos_screen.xy); - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - ivec2 itc = ivec2(tc); - - vec3 norm = texture2DMS3(normalMap, itc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec3 pos = getPosition(itc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - - vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - - vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec4 col = defined_weight.xyxx * ccol; - - // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances - float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - - // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc + kern[i].z*dlt; - vec3 samppos = getPosition(ivec2(samptc)).xyz; - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - for (int i = 1; i < 4; i++) - { - vec2 samptc = vec2(tc - kern[i].z*dlt); - vec3 samppos = getPosition(ivec2(samptc)).xyz; - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - col /= defined_weight.xyxx; - col.y *= col.y; - - gl_FragColor = col; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl deleted file mode 100644 index 863bac19cf..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ /dev/null @@ -1,155 +0,0 @@ -/** - * @file multiPointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform int light_count; - -#define MAX_LIGHT_COUNT 16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform float far_z; - -uniform mat4 inv_proj; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - ivec2 itc = ivec2(frag); - - int wght = 0; - vec3 fcol = vec3(0,0,0); - - for (int s = 0; s < samples; ++s) - { - vec3 pos = getPosition(itc, s).xyz; - if (pos.z >= far_z) - { - vec3 norm = texelFetch(normalMap, itc, s).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - norm = normalize(norm); - vec4 spec = texelFetch(specularRect, itc, s); - vec3 diff = texelFetch(diffuseRect, itc, s).rgb; - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 out_col = vec3(0,0,0); - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < MAX_LIGHT_COUNT; ++i) - { - bool light_contrib = (i < light_count); - - vec3 lv = light[i].xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= light[i].w; - if (dist2 > 1.0) - { - light_contrib = false; - } - - float da = dot(norm, lv); - if (da < 0.0) - { - light_contrib = false; - } - - if (light_contrib) - { - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb*lit*diff; - //vec3 col = vec3(dist2, light_col[i].a, lit); - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - - float sa = dot(normalize(lv+npos),norm); - - if (sa > 0.0) - { - sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*light_col[i].rgb*spec.rgb; - } - } - - out_col += col; - } - } - - fcol += out_col; - ++wght; - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; - - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl deleted file mode 100644 index 10285817c2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ /dev/null @@ -1,250 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - int wght = 0; - - vec3 fcol = vec3(0,0,0); - - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - - ivec2 itc = ivec2(frag.xy); - - for (int i = 0; i < samples; ++i) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = gl_Color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex; - amb_da += (da*0.5)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; - } - } - } - } - - fcol += col; - ++wght; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl deleted file mode 100644 index cdce58c84e..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file pointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0; - sc /= viewport.zw; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - ivec2 itc = ivec2(frag.xy); - - int wght = 0; - vec3 fcol = vec3(0,0,0); - - for (int s = 0; s < samples; ++s) - { - vec3 pos = getPosition(itc, s).xyz; - vec3 lv = vary_light.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, s).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float da = dot(norm, lv); - if (da >= 0.0) - { - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - - vec3 col = texelFetch(diffuseRect, itc, s).rgb; - float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - float lit = da * dist_atten * noise; - - col = gl_Color.rgb*lit*col; - - vec4 spec = texelFetch(specularRect, itc, s); - if (spec.a > 0.0) - { - float sa = dot(normalize(lv-normalize(pos)),norm); - if (sa > 0.0) - { - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; - } - } - - fcol += col; - ++wght; - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl deleted file mode 100644 index 792102a64d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ /dev/null @@ -1,151 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS edgeMap; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D bloomMap; - -uniform float depth_cutoff; -uniform float norm_cutoff; -uniform float focal_distance; -uniform float blur_constant; -uniform float tan_pixel_angle; -uniform float magnification; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex, tc, i); - } - - return ret/samples; -} - -float getDepth(ivec2 pos_screen) -{ - float z = texture2DMS(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -float calc_cof(float depth) -{ - float sc = abs(depth-focal_distance)/-depth*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - sc *= 1.414; - - return sc; -} - -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius - || d < cur_depth) //sampled pixel is further away than current pixel - { - float wg = 0.25; - - vec4 s = texture2DMS(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; - } -} - - -void main() -{ - ivec2 itc = ivec2(vary_fragcoord.xy); - - vec3 norm = texture2DMS(normalMap, itc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - float depth = getDepth(itc); - - vec4 diff = texture2DMS(diffuseRect, itc); - - { - float w = 1.0; - - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - - float PI = 3.14159265358979323846264; - - int isc = int(sc); - - // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) - { - for (int x = -isc; x <= isc; x+=2) - { - for (int y = -isc; y <= isc; y+=2) - { - ivec2 cur_samp = ivec2(x,y); - float cur_sc = length(vec2(cur_samp)); - if (cur_sc < sc) - { - dofSample(diff, w, cur_sc, depth, itc+cur_samp); - } - } - } - } - - diff /= w; - } - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl deleted file mode 100644 index 41849858e7..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2D bloomMap; - -uniform vec2 screen_res; -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex,tc,i); - } - - return ret/samples; -} - -void main() -{ - vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl new file mode 100644 index 0000000000..b519dbc4b0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -0,0 +1,41 @@ +/** + * @file postDeferredNoDoFF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl new file mode 100644 index 0000000000..861bb9f735 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -0,0 +1,153 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect edgeMap; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec2 vary_fragcoord; + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).r; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) +{ + float d = getDepth(tc); + + float sc = calc_cof(d); + + float wg = 0.25; + + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; +} + +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) +{ + float d = getDepth(tc); + + float sc = calc_cof(d); + + if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius + || d < cur_depth) //sampled pixel is further away than current pixel + { + float wg = 0.25; + + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; + } +} + + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + vec2 tc = vary_fragcoord.xy; + + float depth = getDepth(tc); + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + { + float w = 1.0; + + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); + + float fd = depth*0.5f; + + float PI = 3.14159265358979323846264; + + // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + //if (depth < focal_distance) + { + while (sc > 0.5) + { + int its = int(max(1.0,(sc*3.7))); + for (int i=0; i max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density.r); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex,tc,i); - } - - return ret/samples; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - ivec2 itc = ivec2(tc); - - vec4 fcol = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - float depth = texelFetch(depthMap, itc, i).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texelFetch(normalMap, itc, i).xyz; - - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texelFetch(diffuseRect, itc, i); - vec3 col; - float bloom = 0.0; - - if (diffuse.a < 0.9) - { - vec4 spec = texelFetch(specularRect, itc, i); - - calcAtmospherics(pos.xyz, 1.0); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - fcol += vec4(col, bloom); - } - - gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl deleted file mode 100644 index 0c0171881f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ /dev/null @@ -1,252 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - ivec2 itc = ivec2(frag.xy); - - vec3 fcol = vec3(0,0,0); - int wght = 0; - - for (int i = 0; i < samples; ++i) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = gl_Color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex; - amb_da += (da*0.5)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; - } - } - } - } - - fcol += col; - ++wght; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl deleted file mode 100644 index 78ea15e87a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl +++ /dev/null @@ -1,35 +0,0 @@ -/** - * @file sunLightF.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 - * $/LicenseInfo$ - */ - - - -//class 1, no shadow, no SSAO, should never be called - -#extension GL_ARB_texture_rectangle : enable - -void main() -{ - gl_FragColor = vec4(0,0,0,0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl deleted file mode 100644 index abb64334ed..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ /dev/null @@ -1,140 +0,0 @@ -/** - * @file sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -//class 1 -- no shadow, SSAO only - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) -{ - float ret = 1.0; - - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - 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; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) - for (int i = 0; i < 8; i++) - { - ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); - vec3 samppos_world = getPosition(samppos_screen, sample).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); - - return min(ret, 1.0); -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - ivec2 itc = ivec2(pos_screen); - - float col = 0; - - for (int i = 0; i < samples; i++) - { - vec4 pos = getPosition(itc, i); - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - col += calcAmbientOcclusion(pos,norm,i); - } - - col /= samples; - - gl_FragColor[0] = 1.0; - gl_FragColor[1] = col; - gl_FragColor[2] = 1.0; - gl_FragColor[3] = 1.0; -} diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 9fac986bf1..917462c1ee 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1159,8 +1159,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - bool multisample = samples > 1 && gGLManager.mHasTextureMultisample; + U32 samples = gSavedSettings.getU32("RenderFSAASamples"); + bool multisample = samples > 1; if (success) { @@ -1295,84 +1295,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } if (success) - { - std::string fragment; - - if (multisample) - { - fragment = "deferred/pointLightMSF.glsl"; - } - else - { - fragment = "deferred/pointLightF.glsl"; - } - + { gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredLightProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/multiPointLightMSF.glsl"; - } - else - { - fragment = "deferred/multiPointLightF.glsl"; - } - gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; gDeferredMultiLightProgram.mShaderFiles.clear(); gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiLightProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/spotLightMSF.glsl"; - } - else - { - fragment = "deferred/multiSpotLightF.glsl"; - } - gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/multiSpotLightMSF.glsl"; - } - else - { - fragment = "deferred/multiSpotLightF.glsl"; - } - gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1383,25 +1340,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { - if (multisample) - { - fragment = "deferred/sunLightSSAOMSF.glsl"; - } - else - { - fragment = "deferred/sunLightSSAOF.glsl"; - } + fragment = "deferred/sunLightSSAOF.glsl"; } else { - if (multisample) - { - fragment = "deferred/sunLightMSF.glsl"; - } - else - { - fragment = "deferred/sunLightF.glsl"; - } + fragment = "deferred/sunLightF.glsl"; } gDeferredSunProgram.mName = "Deferred Sun Shader"; @@ -1414,21 +1357,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/blurLightMSF.glsl"; - } - else - { - fragment = "deferred/blurLightF.glsl"; - } - gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; gDeferredBlurLightProgram.mShaderFiles.clear(); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredBlurLightProgram.createShader(NULL, NULL); } @@ -1516,21 +1448,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/softenLightMSF.glsl"; - } - else - { - fragment = "deferred/softenLightF.glsl"; - } - gDeferredSoftenProgram.mName = "Deferred Soften Shader"; gDeferredSoftenProgram.mShaderFiles.clear(); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1627,11 +1548,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() std::string fragment; if (multisample) { - fragment = "deferred/postDeferredMSF.glsl"; + fragment = "deferred/postDeferredF.glsl"; } else { - fragment = "deferred/postDeferredF.glsl"; + fragment = "deferred/postDeferredNoFXAAF.glsl"; } gDeferredPostProgram.mName = "Deferred Post Shader"; @@ -1647,11 +1568,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() std::string fragment; if (multisample) { - fragment = "deferred/postDeferredNoDoFMSF.glsl"; + fragment = "deferred/postDeferredNoDoFF.glsl"; } else { - fragment = "deferred/postDeferredNoDoFF.glsl"; + fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl"; } gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; @@ -1700,20 +1621,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/edgeMSF.glsl"; - } - else - { - fragment = "deferred/edgeF.glsl"; - } - gDeferredEdgeProgram.mName = "Deferred Edge Shader"; gDeferredEdgeProgram.mShaderFiles.clear(); gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredEdgeProgram.createShader(NULL, NULL); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8d5bc22e6f..d9fa4881e7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -592,11 +592,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - if (gGLManager.mIsATI) - { //ATI doesn't like the way we use multisample texture - samples = 0; - } - //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again // - if not multisampled, shrink resolution and try again (favor X resolution over Y) @@ -673,7 +668,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (!addDeferredAttachments(mDeferredScreen)) return false; if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + if (samples > 0) + { + if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + } + else + { + mFXAABuffer.release(); + } #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO @@ -6322,6 +6324,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); + bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; + + if (multisample) { //bake out texture2D with RGBL for FXAA shader mFXAABuffer.bindTarget(); @@ -6344,8 +6349,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGlowCombineFXAAProgram.unbind(); mFXAABuffer.flush(); - gViewerWindow->setup3DViewport(); } + + gViewerWindow->setup3DViewport(); LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) @@ -6358,8 +6364,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader = &gDeferredPostNoDoFProgram; dof_enabled = false; } - - + LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); @@ -6485,12 +6490,24 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) + if (multisample) { - mFXAABuffer.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } } + else + { + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + } + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); -- cgit v1.2.3 From 38c19f4e55c0f6a104de87dfb57313a6c529b4d6 Mon Sep 17 00:00:00 2001 From: Xiaohong Bao Date: Thu, 1 Sep 2011 17:18:16 -0600 Subject: for SH-2242: fixes the assertion caused by gGL.diffuseColor4f when shadows is on. --- indra/newview/lldrawpoolavatar.cpp | 6 +++--- indra/newview/pipeline.cpp | 10 ++++++---- 2 files changed, 9 insertions(+), 7 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index f0eb52909d..96c4efde3d 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -353,15 +353,15 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) { sVertexProgram = &gDeferredAvatarShadowProgram; - //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); - - gGL.diffuseColor4f(1,1,1,1); + //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); } + + gGL.diffuseColor4f(1,1,1,1); } else { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d9fa4881e7..f821ab8e34 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4041,6 +4041,8 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0) { + poolp->prerender() ; + gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); @@ -8341,12 +8343,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - gGL.diffuseColor4f(1,1,1,1); stop_glerror(); - - gGL.setColorMask(false, false); //glCullFace(GL_FRONT); @@ -8357,6 +8355,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { //occlusion program is general purpose depth-only no-textures gOcclusionProgram.bind(); } + + gGL.diffuseColor4f(1,1,1,1); + gGL.setColorMask(false, false); + LLFastTimer ftm(FTM_SHADOW_SIMPLE); gGL.getTexUnit(0)->disable(); for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i) -- cgit v1.2.3 From e6da5a4bbaaefa81a058087ddc567caa459b58b7 Mon Sep 17 00:00:00 2001 From: "Nyx (Neal Orman)" Date: Tue, 13 Sep 2011 18:05:44 -0400 Subject: SH-2353 FIX selection streaming cost always says 0.0 PE found that the streaming cost function definition wasn't lining up with its inherited function definition. Fixed the inhereted funciton definition to add the new parameter. Selection streaming cost works again, though client-side generated. Should probably depricate/remove this feature. --- indra/newview/llviewerobject.cpp | 2 +- indra/newview/llviewerobject.h | 2 +- indra/newview/llvovolume.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index d20b6641d3..c5c841d666 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -3217,7 +3217,7 @@ F32 LLViewerObject::getLinksetPhysicsCost() return mLinksetPhysicsCost; } -F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes) +F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes, F32* unscaled_value) const { return 0.f; } diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 53e951e483..be5b9819b1 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -340,7 +340,7 @@ public: virtual void setScale(const LLVector3 &scale, BOOL damped = FALSE); - virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL); + virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const; virtual U32 getTriangleCount(); virtual U32 getHighLODTriangleCount(); diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 6b0a5d8642..380d63c77b 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3579,7 +3579,7 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector3& start, const LLVector3& e bool special_cursor = specialHoverCursor(); for (S32 i = start_face; i < end_face; ++i) { - if (!special_cursor && !pick_transparent && getTE(i)->getColor().mV[3] == 0.f) + if (!special_cursor && !pick_transparent && getTE(i) && getTE(i)->getColor().mV[3] == 0.f) { //don't attempt to pick completely transparent faces unless //pick_transparent is true continue; -- cgit v1.2.3 From 7c95af74f195c9ec4ebc0fc0264d98cd4a85be49 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 14 Sep 2011 16:30:45 -0500 Subject: SH-2243 work in progress -- application side matrix stack management --- indra/newview/llagent.cpp | 4 +- indra/newview/lldrawpool.cpp | 12 +- indra/newview/lldrawpoolalpha.cpp | 8 +- indra/newview/lldrawpoolavatar.cpp | 8 +- indra/newview/lldrawpoolbump.cpp | 16 +- indra/newview/lldrawpoolground.cpp | 6 +- indra/newview/lldrawpoolsky.cpp | 6 +- indra/newview/lldrawpoolterrain.cpp | 135 ++++++++------- indra/newview/lldrawpooltree.cpp | 10 +- indra/newview/lldrawpoolwater.cpp | 14 +- indra/newview/lldrawpoolwlsky.cpp | 28 ++-- indra/newview/llface.cpp | 27 +-- indra/newview/llfasttimerview.cpp | 10 +- indra/newview/llfloateranimpreview.cpp | 14 +- indra/newview/llfloaterimagepreview.cpp | 28 ++-- indra/newview/llfloatermodelpreview.cpp | 22 +-- indra/newview/llfloaterpostcard.cpp | 14 +- indra/newview/llfloatersnapshot.cpp | 16 +- indra/newview/llglsandbox.cpp | 6 +- indra/newview/llhudeffectbeam.cpp | 8 +- indra/newview/llhudeffectlookat.cpp | 4 +- indra/newview/llhudeffectpointat.cpp | 2 +- indra/newview/llhudrender.cpp | 14 +- indra/newview/llmanip.cpp | 24 +-- indra/newview/llmaniprotate.cpp | 82 ++++----- indra/newview/llmanipscale.cpp | 42 ++--- indra/newview/llmaniptranslate.cpp | 36 ++-- indra/newview/llnetmap.cpp | 10 +- indra/newview/llpanellogin.cpp | 8 +- indra/newview/llprogressview.cpp | 12 +- indra/newview/llselectmgr.cpp | 42 ++--- indra/newview/llspatialpartition.cpp | 34 ++-- indra/newview/lltexlayer.cpp | 14 +- indra/newview/lltoolbrush.cpp | 8 +- indra/newview/lltoolmorph.cpp | 14 +- indra/newview/lltracker.cpp | 4 +- indra/newview/llviewercamera.cpp | 18 +- indra/newview/llviewerdisplay.cpp | 68 ++++---- indra/newview/llviewerjoint.cpp | 16 +- indra/newview/llviewerjointmesh.cpp | 6 +- indra/newview/llviewerparceloverlay.cpp | 10 +- indra/newview/llviewerwindow.cpp | 46 +++--- indra/newview/llvotree.cpp | 23 +-- indra/newview/llvowlsky.cpp | 1 + indra/newview/llworldmapview.cpp | 4 +- indra/newview/pipeline.cpp | 283 ++++++++++++++++---------------- 46 files changed, 615 insertions(+), 602 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index 64a5884e14..48afe77827 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -3918,7 +3918,7 @@ void LLAgent::renderAutoPilotTarget() F32 height_meters; LLVector3d target_global; - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); // not textured @@ -3933,7 +3933,7 @@ void LLAgent::renderAutoPilotTarget() height_meters = 1.f; - glScalef(height_meters, height_meters, height_meters); + gGL.scalef(height_meters, height_meters, height_meters); gSphere.render(); diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 0c572def72..35f8a85796 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -457,10 +457,10 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params) if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); if (params.mModelMatrix) { - glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix); + gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix); } gPipeline.mMatrixOpCount++; } @@ -494,8 +494,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba { tex_setup = true; gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } @@ -519,8 +519,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba if (tex_setup) { - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 1e04cd9c17..a5032d007f 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -475,8 +475,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { tex_setup = true; gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } @@ -517,8 +517,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) if (tex_setup) { gGL.getTexUnit(0)->activate(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 96c4efde3d..f161790b99 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1502,11 +1502,11 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) if (face->mTextureMatrix) { - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } else { diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 0c3e93cd8a..501bd88970 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1369,18 +1369,18 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL if (mShiny) { gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); + gGL.matrixMode(LLRender::MM_TEXTURE); } else { gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; gGL.getTexUnit(0)->activate(); } - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; tex_setup = true; @@ -1416,11 +1416,11 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL else { gGL.getTexUnit(1)->activate(); - glLoadIdentity(); + gGL.loadIdentity(); gGL.getTexUnit(0)->activate(); } - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } @@ -1465,6 +1465,7 @@ void LLDrawPoolInvisible::endDeferredPass( S32 pass ) void LLDrawPoolInvisible::renderDeferred( S32 pass ) { //render invisiprims; this doesn't work becaue it also blocks all the post-deferred stuff +#if 0 LLFastTimer t(FTM_RENDER_INVISIBLE); U32 invisi_mask = LLVertexBuffer::MAP_VERTEX; @@ -1482,4 +1483,5 @@ void LLDrawPoolInvisible::renderDeferred( S32 pass ) renderShiny(true); endShiny(true); } +#endif } diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp index ce07e62122..59c3fbf7a1 100644 --- a/indra/newview/lldrawpoolground.cpp +++ b/indra/newview/lldrawpoolground.cpp @@ -71,9 +71,9 @@ void LLDrawPoolGround::render(S32 pass) LLGLSquashToFarClip far_clip(glh_get_current_projection()); F32 water_height = gAgent.getRegion()->getWaterHeight(); - glPushMatrix(); + gGL.pushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); - glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height)); + gGL.translatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height)); LLFace *facep = mDrawFace[0]; @@ -82,6 +82,6 @@ void LLDrawPoolGround::render(S32 pass) LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor()); facep->renderIndexed(); - glPopMatrix(); + gGL.popMatrix(); } diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index d1c8fa5fc9..8a3871b6b4 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -111,9 +111,9 @@ void LLDrawPoolSky::render(S32 pass) LLGLDisable clip(GL_CLIP_PLANE0); - glPushMatrix(); + gGL.pushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); S32 face_count = (S32)mDrawFace.size(); @@ -125,7 +125,7 @@ void LLDrawPoolSky::render(S32 pass) renderSkyCubeFace(i); } - glPopMatrix(); + gGL.popMatrix(); } void LLDrawPoolSky::renderSkyCubeFace(U8 side) diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 8d6b31912a..3ba4a89686 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -323,9 +323,9 @@ void LLDrawPoolTerrain::renderFullShader() glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); // // detail texture 1 @@ -335,9 +335,9 @@ void LLDrawPoolTerrain::renderFullShader() /// ALPHA TEXTURE COORDS 0: gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); // detail texture 2 // @@ -347,10 +347,10 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(2)->activate(); /// ALPHA TEXTURE COORDS 1: - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-2.f, 0.f, 0.f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-2.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_MODELVIEW); // // detail texture 3 @@ -360,10 +360,10 @@ void LLDrawPoolTerrain::renderFullShader() /// ALPHA TEXTURE COORDS 2: gGL.getTexUnit(3)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-1.f, 0.f, 0.f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-1.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_MODELVIEW); // // Alpha Ramp @@ -386,36 +386,33 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(4)->activate(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - + gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(3)->disable(); gGL.getTexUnit(3)->activate(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->disable(); gGL.getTexUnit(2)->activate(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->disable(); gGL.getTexUnit(1)->activate(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults @@ -425,9 +422,9 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(0)->activate(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } void LLDrawPoolTerrain::renderFull4TU() @@ -538,9 +535,9 @@ void LLDrawPoolTerrain::renderFull4TU() gGL.getTexUnit(1)->activate(); // Set the texture matrix - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-2.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-2.f, 0.f, 0.f); // Care about alpha only gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); @@ -570,9 +567,9 @@ void LLDrawPoolTerrain::renderFull4TU() gGL.getTexUnit(3)->activate(); // Set the texture matrix - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-1.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-1.f, 0.f, 0.f); // Set alpha texture and do lighting modulation gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR); @@ -590,9 +587,9 @@ void LLDrawPoolTerrain::renderFull4TU() gGL.getTexUnit(3)->disable(); gGL.getTexUnit(3)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->disable(); @@ -600,17 +597,17 @@ void LLDrawPoolTerrain::renderFull4TU() glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->disable(); gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); // Restore blend state gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -624,9 +621,9 @@ void LLDrawPoolTerrain::renderFull4TU() glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } @@ -718,9 +715,9 @@ void LLDrawPoolTerrain::renderFull2TU() gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); // Set the texture matrix - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-1.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-1.f, 0.f, 0.f); // Care about alpha only gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); @@ -757,9 +754,9 @@ void LLDrawPoolTerrain::renderFull2TU() gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); // Set the texture matrix - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glTranslatef(-2.f, 0.f, 0.f); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.translatef(-2.f, 0.f, 0.f); // Care about alpha only gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); @@ -797,9 +794,9 @@ void LLDrawPoolTerrain::renderFull2TU() glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults @@ -809,9 +806,9 @@ void LLDrawPoolTerrain::renderFull2TU() glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } @@ -853,9 +850,9 @@ void LLDrawPoolTerrain::renderSimple() gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } @@ -886,11 +883,11 @@ void LLDrawPoolTerrain::renderOwnership() // texture coordinates for pixel 256x256 is not 1,1. This makes the // ownership map not line up with the selection. We address this with // a texture matrix multiply. - glMatrixMode(GL_TEXTURE); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.pushMatrix(); const F32 TEXTURE_FUDGE = 257.f / 256.f; - glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f ); + gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f ); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { @@ -899,9 +896,9 @@ void LLDrawPoolTerrain::renderOwnership() LLVertexBuffer::MAP_TEXCOORD0); } - glMatrixMode(GL_TEXTURE); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index da8e3e8b3a..3fe5b4d929 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -197,7 +197,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting) U32 indices_drawn = 0; - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) @@ -228,8 +228,8 @@ void LLDrawPoolTree::renderTree(BOOL selecting) } gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); - //glPushMatrix(); + gGL.loadMatrix(gGLModelView); + //gGL.pushMatrix(); F32 mat[16]; for (U32 i = 0; i < 16; i++) mat[i] = (F32) gGLModelView[i]; @@ -238,7 +238,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting) // Translate to tree base HACK - adjustment in Z plants tree underground const LLVector3 &pos_agent = treep->getPositionAgent(); - //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); + //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); LLMatrix4 trans_mat; trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); trans_mat *= matrix; @@ -309,7 +309,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting) indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); } - //glPopMatrix(); + //gGL.popMatrix(); } } } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index ae1598907b..c97f92fa6f 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -275,15 +275,15 @@ void LLDrawPoolWater::render(S32 pass) gSky.mVOSkyp->getCubeMap()->enable(0); gSky.mVOSkyp->getCubeMap()->bind(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); - glLoadMatrixf((F32 *)camera_rot.mMatrix); + gGL.loadMatrix((F32 *)camera_rot.mMatrix); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); @@ -310,9 +310,9 @@ void LLDrawPoolWater::render(S32 pass) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 852de39781..f2d077030c 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -130,33 +130,33 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons llassert_always(NULL != shader); - glPushMatrix(); + gGL.pushMatrix(); //chop off translation if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) { - glTranslatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); + gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); } else { - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); } // the windlight sky dome works most conveniently in a coordinate system // where Y is up, so permute our basis vectors accordingly. - glRotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); + gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); - glScalef(0.333f, 0.333f, 0.333f); + gGL.scalef(0.333f, 0.333f, 0.333f); - glTranslatef(0.f,-camHeightLocal, 0.f); + gGL.translatef(0.f,-camHeightLocal, 0.f); // Draw WL Sky shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); - glPopMatrix(); + gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const @@ -197,7 +197,7 @@ void LLDrawPoolWLSky::renderStars(void) const gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex()); gGL.pushMatrix(); - glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); + gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); // gl_FragColor.rgb = gl_Color.rgb; // gl_FragColor.a = gl_Color.a * star_alpha.a; if (LLGLSLShader::sNoFixedFunction) @@ -315,10 +315,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - glPushMatrix(); + gGL.pushMatrix(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); gDeferredStarProgram.bind(); // *NOTE: have to bind a texture here since register combiners blending in @@ -332,7 +332,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) gDeferredStarProgram.unbind(); - glPopMatrix(); + gGL.popMatrix(); renderSkyClouds(camHeightLocal); @@ -360,9 +360,9 @@ void LLDrawPoolWLSky::render(S32 pass) renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - glPushMatrix(); + gGL.pushMatrix(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); // *NOTE: have to bind a texture here since register combiners blending in // renderStars() requires something to be bound and we might as well only @@ -374,7 +374,7 @@ void LLDrawPoolWLSky::render(S32 pass) renderStars(); - glPopMatrix(); + gGL.popMatrix(); renderSkyClouds(camHeightLocal); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index f5a8013f4d..7ae11bff94 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -496,11 +496,11 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) gGL.pushMatrix(); if (mDrawablep->isActive()) { - glMultMatrixf((GLfloat*)mDrawablep->getRenderMatrix().mMatrix); + gGL.multMatrix((GLfloat*)mDrawablep->getRenderMatrix().mMatrix); } else { - glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix); + gGL.multMatrix((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix); } gGL.diffuseColor4fv(color.mV); @@ -515,7 +515,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) { LLGLEnable offset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.f, -1.f); - glMultMatrixf((F32*) volume->getRelativeXform().mMatrix); + gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix); const LLVolumeFace& vol_face = rigged->getVolumeFace(getTEOffset()); LLVertexBuffer::unbind(); glVertexPointer(3, GL_FLOAT, 16, vol_face.mPositions); @@ -524,6 +524,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 8, vol_face.mTexCoords); } + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, vol_face.mNumIndices, GL_UNSIGNED_SHORT, vol_face.mIndices); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } @@ -557,17 +558,17 @@ void LLFace::renderSelectedUV() // add green dither pattern on top of red/blue gradient gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_ONE); - glMatrixMode(GL_TEXTURE); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.pushMatrix(); // make green pattern repeat once per texel in red/blue texture - glScalef(256.f, 256.f, 1.f); - glMatrixMode(GL_MODELVIEW); + gGL.scalef(256.f, 256.f, 1.f); + gGL.matrixMode(LLRender::MM_MODELVIEW); renderSelected(green_imagep, LLColor4::white); - glMatrixMode(GL_TEXTURE); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); } */ @@ -2170,10 +2171,10 @@ S32 LLFace::renderElements(const U16 *index_array) const } else { - glPushMatrix(); - glMultMatrixf((float*)getRenderMatrix().mMatrix); + gGL.pushMatrix(); + gGL.multMatrix((float*)getRenderMatrix().mMatrix); ret = pushVertices(index_array); - glPopMatrix(); + gGL.popMatrix(); } return ret; diff --git a/indra/newview/llfasttimerview.cpp b/indra/newview/llfasttimerview.cpp index 366154302c..c24e0014be 100644 --- a/indra/newview/llfasttimerview.cpp +++ b/indra/newview/llfasttimerview.cpp @@ -1107,10 +1107,10 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t LLPointer scratch = new LLImageRaw(1024, 512, 3); gGL.pushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(-0.05, 1.05, -0.05, 1.05, -1.0, 1.0); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadIdentity(); + gGL.ortho(-0.05f, 1.05f, -0.05f, 1.05f, -1.0f, 1.0f); //render charts gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -1349,7 +1349,7 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t buffer.flush(); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } diff --git a/indra/newview/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp index 1318dfdf2a..54b9a1f27b 100644 --- a/indra/newview/llfloateranimpreview.cpp +++ b/indra/newview/llfloateranimpreview.cpp @@ -1062,14 +1062,14 @@ BOOL LLPreviewAnimation::render() mNeedsUpdate = FALSE; LLVOAvatar* avatarp = mDummyAvatar; - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); if (LLGLSLShader::sNoFixedFunction) { @@ -1082,10 +1082,10 @@ BOOL LLPreviewAnimation::render() gl_rect_2d_simple( mFullWidth, mFullHeight ); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); gGL.flush(); diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index b9c298ff9d..69de15d9ea 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -650,14 +650,14 @@ BOOL LLImagePreviewAvatar::render() gGL.pushUIMatrix(); gGL.loadUIIdentity(); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); LLGLSUIDefault def; @@ -670,10 +670,10 @@ BOOL LLImagePreviewAvatar::render() gl_rect_2d_simple( mFullWidth, mFullHeight ); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); gGL.flush(); @@ -844,14 +844,14 @@ BOOL LLImagePreviewSculpted::render() LLGLEnable cull(GL_CULL_FACE); LLGLDepthTest depth(GL_TRUE); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); @@ -862,10 +862,10 @@ BOOL LLImagePreviewSculpted::render() gl_rect_2d_simple( mFullWidth, mFullHeight ); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); glClear(GL_DEPTH_BUFFER_BIT); diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 6817f1e2c8..6412a573f5 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -4746,23 +4746,23 @@ BOOL LLModelPreview::render() { //clear background to blue - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, width, 0.0f, height, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, width, 0.0f, height, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); gGL.color4f(0.169f, 0.169f, 0.169f, 1.f); gl_rect_2d_simple( width, height ); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } @@ -4872,7 +4872,7 @@ BOOL LLModelPreview::render() refresh(); } - glLoadIdentity(); + gGL.loadIdentity(); gPipeline.enableLightsPreview(); LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) * @@ -4951,7 +4951,7 @@ BOOL LLModelPreview::render() gGL.pushMatrix(); LLMatrix4 mat = instance.mTransform; - glMultMatrixf((GLfloat*) mat.mMatrix); + gGL.multMatrix((GLfloat*) mat.mMatrix); for (U32 i = 0; i < mVertexBuffer[mPreviewLOD][model].size(); ++i) { @@ -5018,7 +5018,7 @@ BOOL LLModelPreview::render() gGL.pushMatrix(); LLMatrix4 mat = instance.mTransform; - glMultMatrixf((GLfloat*) mat.mMatrix); + gGL.multMatrix((GLfloat*) mat.mMatrix); bool render_mesh = true; @@ -5127,7 +5127,7 @@ BOOL LLModelPreview::render() gGL.pushMatrix(); LLMatrix4 mat = instance.mTransform; - glMultMatrixf((GLfloat*) mat.mMatrix); + gGL.multMatrix((GLfloat*) mat.mMatrix); LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread; diff --git a/indra/newview/llfloaterpostcard.cpp b/indra/newview/llfloaterpostcard.cpp index 3bcbb987f7..2fd7c0ef0e 100644 --- a/indra/newview/llfloaterpostcard.cpp +++ b/indra/newview/llfloaterpostcard.cpp @@ -159,11 +159,11 @@ void LLFloaterPostcard::draw() } { - glMatrixMode(GL_TEXTURE); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.pushMatrix(); { - glScalef(mImageScale.mV[VX], mImageScale.mV[VY], 1.f); - glMatrixMode(GL_MODELVIEW); + gGL.scalef(mImageScale.mV[VX], mImageScale.mV[VY], 1.f); + gGL.matrixMode(LLRender::MM_MODELVIEW); gl_draw_scaled_image(rect.mLeft, rect.mBottom, rect.getWidth(), @@ -171,9 +171,9 @@ void LLFloaterPostcard::draw() mViewerImage.get(), LLColor4::white % alpha); } - glMatrixMode(GL_TEXTURE); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } } diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index 00dc7b1627..a6678b9fee 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -445,9 +445,9 @@ void LLSnapshotLivePreview::draw() // calculate UV scale F32 uv_width = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mWidth[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f); F32 uv_height = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mHeight[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f); - glPushMatrix(); + gGL.pushMatrix(); { - glTranslatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f); + gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f); gGL.begin(LLRender::QUADS); { gGL.texCoord2f(uv_width, uv_height); @@ -464,7 +464,7 @@ void LLSnapshotLivePreview::draw() } gGL.end(); } - glPopMatrix(); + gGL.popMatrix(); gGL.color4f(1.f, 1.f, 1.f, mFlashAlpha); gl_rect_2d(getRect()); @@ -580,11 +580,11 @@ void LLSnapshotLivePreview::draw() BOOL rescale = !mImageScaled[old_image_index] && mViewerImage[mCurImageIndex].notNull(); F32 uv_width = rescale ? llmin((F32)mWidth[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f) : 1.f; F32 uv_height = rescale ? llmin((F32)mHeight[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f) : 1.f; - glPushMatrix(); + gGL.pushMatrix(); { LLRect& rect = mImageRect[old_image_index]; - glTranslatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f); - glRotatef(-45.f * fall_interp, 0.f, 0.f, 1.f); + gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f); + gGL.rotatef(-45.f * fall_interp, 0.f, 0.f, 1.f); gGL.begin(LLRender::QUADS); { gGL.texCoord2f(uv_width, uv_height); @@ -601,7 +601,7 @@ void LLSnapshotLivePreview::draw() } gGL.end(); } - glPopMatrix(); + gGL.popMatrix(); } } } @@ -2226,7 +2226,7 @@ void LLFloaterSnapshot::draw() S32 offset_x = (getRect().getWidth() - previewp->getThumbnailWidth()) / 2 ; S32 offset_y = thumbnail_rect.mBottom + (thumbnail_rect.getHeight() - previewp->getThumbnailHeight()) / 2 ; - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); // Apply floater transparency to the texture unless the floater is focused. F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency(); gl_draw_scaled_image(offset_x, offset_y, diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index fa3f546157..8c872283bd 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -115,7 +115,7 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) S32 center_y = (top + bottom) / 2; // save drawing mode - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); BOOL limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance"); @@ -230,9 +230,9 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) } // restore drawing mode - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); // restore camera LLViewerCamera::getInstance()->setFar(old_far_plane); diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp index ec5a0926c4..8abad3d292 100644 --- a/indra/newview/llhudeffectbeam.cpp +++ b/indra/newview/llhudeffectbeam.cpp @@ -297,11 +297,11 @@ void LLHUDEffectBeam::render() coloru.mV[3] = (U8)alpha; gGL.color4ubv(coloru.mV); - glPushMatrix(); - glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); - glScalef(scale, scale, scale); + gGL.pushMatrix(); + gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); + gGL.scalef(scale, scale, scale); gSphere.render(); - glPopMatrix(); + gGL.popMatrix(); } } diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp index b380b3fe20..bc3b220dc0 100644 --- a/indra/newview/llhudeffectlookat.cpp +++ b/indra/newview/llhudeffectlookat.cpp @@ -498,10 +498,10 @@ void LLHUDEffectLookAt::render() gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]); - glScalef(0.3f, 0.3f, 0.3f); + gGL.scalef(0.3f, 0.3f, 0.3f); gGL.begin(LLRender::LINES); { LLColor3 color = (*mAttentions)[mTargetType].mColor; diff --git a/indra/newview/llhudeffectpointat.cpp b/indra/newview/llhudeffectpointat.cpp index 28fe8e1c01..114a633821 100644 --- a/indra/newview/llhudeffectpointat.cpp +++ b/indra/newview/llhudeffectpointat.cpp @@ -327,7 +327,7 @@ void LLHUDEffectPointAt::render() LLVector3 target = mTargetPos + mSourceObject->getRenderPosition(); gGL.pushMatrix(); gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]); - glScalef(0.3f, 0.3f, 0.3f); + gGL.scalef(0.3f, 0.3f, 0.3f); gGL.begin(LLRender::LINES); { gGL.color3f(1.f, 0.f, 0.f); diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index 1156e764a1..607f7f7f4b 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -112,9 +112,9 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, &winX, &winY, &winZ); //fonts all render orthographically, set up projection`` - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); LLUI::pushMatrix(); @@ -124,7 +124,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, winX -= world_view_rect.mLeft; winY -= world_view_rect.mBottom; LLUI::loadIdentity(); - glLoadIdentity(); + gGL.loadIdentity(); LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f)); F32 right_x; @@ -133,7 +133,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, LLUI::popMatrix(); gGL.popMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp index d10f6562f7..6e0f360cbc 100644 --- a/indra/newview/llmanip.cpp +++ b/indra/newview/llmanip.cpp @@ -372,14 +372,14 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z) //LLVector3 center_agent = LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent(); LLVector3 center_agent = getPivotPoint(); - glPushMatrix(); + gGL.pushMatrix(); { - glTranslatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]); + gGL.translatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]); F32 angle_radians, x, y, z; grid_rot.getAngleAxis(&angle_radians, &x, &y, &z); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); F32 region_size = LLWorld::getInstance()->getRegionWidthInMeters(); @@ -416,7 +416,7 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z) } LLUI::setLineWidth(1.0f); } - glPopMatrix(); + gGL.popMatrix(); } void LLManip::renderXYZ(const LLVector3 &vec) @@ -481,8 +481,8 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons const LLFontGL* big_fontp = LLFontGL::getFontSansSerif(); BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD; - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); LLVector3 render_pos = pos; if (hud_selection) { @@ -490,7 +490,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons F32 inv_zoom_amt = 1.f / zoom_amt; // scale text back up to counter-act zoom level render_pos = pos * zoom_amt; - glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt); + gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt); } // render shadow first @@ -501,7 +501,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons gViewerWindow->setup3DViewport(); hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(text), 3.f, color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD); - glPopMatrix(); + gGL.popMatrix(); } void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string& suffix, const LLColor4 &color) @@ -539,8 +539,8 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string } BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD; - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); LLVector3 render_pos = pos; if (hud_selection) { @@ -548,7 +548,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string F32 inv_zoom_amt = 1.f / zoom_amt; // scale text back up to counter-act zoom level render_pos = pos * zoom_amt; - glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt); + gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt); } LLColor4 shadow_color = LLColor4::black; @@ -573,7 +573,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string gViewerWindow->setup3DViewport(); hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection); } - glPopMatrix(); + gGL.popMatrix(); } LLColor4 LLManip::setupSnapGuideRenderPass(S32 pass) diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp index 6ee095475f..19798ef752 100644 --- a/indra/newview/llmaniprotate.cpp +++ b/indra/newview/llmaniprotate.cpp @@ -130,12 +130,12 @@ void LLManipRotate::render() return; } - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { F32 zoom = gAgentCamera.mHUDCurZoom; - glScalef(zoom, zoom, zoom); + gGL.scalef(zoom, zoom, zoom); } @@ -145,7 +145,7 @@ void LLManipRotate::render() LLColor4 highlight_inside( 0.7f, 0.7f, 0.f, 0.5f ); F32 width_meters = WIDTH_PIXELS * mRadiusMeters / RADIUS_PIXELS; - glPushMatrix(); + gGL.pushMatrix(); { // are we in the middle of a constrained drag? if (mManipPart >= LL_ROT_X && mManipPart <= LL_ROT_Z) @@ -156,11 +156,11 @@ void LLManipRotate::render() { LLGLEnable cull_face(GL_CULL_FACE); LLGLDepthTest gls_depth(GL_FALSE); - glPushMatrix(); + gGL.pushMatrix(); { // Draw "sphere" (intersection of sphere with tangent cone that has apex at camera) - glTranslatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] ); - glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] ); + gGL.translatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] ); + gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] ); // Inverse change of basis vectors LLVector3 forward = mCenterToCamNorm; @@ -177,14 +177,14 @@ void LLManipRotate::render() LLMatrix4 mat; mat.initRows(a, b, c, LLVector4(0.f, 0.f, 0.f, 1.f)); - glMultMatrixf( &mat.mMatrix[0][0] ); + gGL.multMatrix( &mat.mMatrix[0][0] ); - glRotatef( -90, 0.f, 1.f, 0.f); + gGL.rotatef( -90, 0.f, 1.f, 0.f); LLColor4 color; if (mManipPart == LL_ROT_ROLL || mHighlightedPart == LL_ROT_ROLL) { color.setVec(0.8f, 0.8f, 0.8f, 0.8f); - glScalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]); + gGL.scalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]); } else { @@ -202,10 +202,10 @@ void LLManipRotate::render() GLdouble plane_eqn[] = { 0, 0, 1, 0 }; glClipPlane( GL_CLIP_PLANE0, plane_eqn ); } - glPopMatrix(); + gGL.popMatrix(); } - glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] ); + gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] ); LLQuaternion rot; F32 angle_radians, x, y, z; @@ -217,41 +217,41 @@ void LLManipRotate::render() LLSelectMgr::getInstance()->getGrid(grid_origin, grid_rotation, grid_scale); grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); if (mManipPart == LL_ROT_Z) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glPushMatrix(); + gGL.pushMatrix(); { // selected part - glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]); + gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]); renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f) , LLColor4( 0.f, 0.f, 1.f, 0.3f )); } - glPopMatrix(); + gGL.popMatrix(); } else if (mManipPart == LL_ROT_Y) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glPushMatrix(); + gGL.pushMatrix(); { - glRotatef( 90.f, 1.f, 0.f, 0.f ); - glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]); + gGL.rotatef( 90.f, 1.f, 0.f, 0.f ); + gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]); renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f), LLColor4( 0.f, 1.f, 0.f, 0.3f)); } - glPopMatrix(); + gGL.popMatrix(); } else if (mManipPart == LL_ROT_X) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glPushMatrix(); + gGL.pushMatrix(); { - glRotatef( 90.f, 0.f, 1.f, 0.f ); - glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]); + gGL.rotatef( 90.f, 0.f, 1.f, 0.f ); + gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]); renderActiveRing( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f), LLColor4( 1.f, 0.f, 0.f, 0.3f)); } - glPopMatrix(); + gGL.popMatrix(); } else if (mManipPart == LL_ROT_ROLL) { @@ -271,12 +271,12 @@ void LLManipRotate::render() // First pass: centers. Second pass: sides. for( S32 i=0; i<2; i++ ) { - glPushMatrix(); + gGL.pushMatrix(); { if (mHighlightedPart == LL_ROT_Z) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]); + gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]); // hovering over part gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f ), LLColor4( 0.f, 0.f, 1.f, 0.5f ), CIRCLE_STEPS, i); } @@ -286,15 +286,15 @@ void LLManipRotate::render() gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 0.8f, 0.8f ), LLColor4( 0.f, 0.f, 0.8f, 0.4f ), CIRCLE_STEPS, i); } } - glPopMatrix(); + gGL.popMatrix(); - glPushMatrix(); + gGL.pushMatrix(); { - glRotatef( 90.f, 1.f, 0.f, 0.f ); + gGL.rotatef( 90.f, 1.f, 0.f, 0.f ); if (mHighlightedPart == LL_ROT_Y) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]); + gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]); // hovering over part gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f ), LLColor4( 0.f, 1.f, 0.f, 0.5f ), CIRCLE_STEPS, i); } @@ -304,15 +304,15 @@ void LLManipRotate::render() gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.8f, 0.f, 0.8f ), LLColor4( 0.f, 0.8f, 0.f, 0.4f ), CIRCLE_STEPS, i); } } - glPopMatrix(); + gGL.popMatrix(); - glPushMatrix(); + gGL.pushMatrix(); { - glRotatef( 90.f, 0.f, 1.f, 0.f ); + gGL.rotatef( 90.f, 0.f, 1.f, 0.f ); if (mHighlightedPart == LL_ROT_X) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); - glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]); + gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]); // hovering over part gl_ring( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f ), LLColor4( 1.f, 0.f, 0.f, 0.5f ), CIRCLE_STEPS, i); @@ -323,7 +323,7 @@ void LLManipRotate::render() gl_ring( mRadiusMeters, width_meters, LLColor4( 0.8f, 0.f, 0.f, 0.8f ), LLColor4( 0.8f, 0.f, 0.f, 0.4f ), CIRCLE_STEPS, i); } } - glPopMatrix(); + gGL.popMatrix(); if (mHighlightedPart == LL_ROT_ROLL) { @@ -332,8 +332,8 @@ void LLManipRotate::render() } } } - glPopMatrix(); - glPopMatrix(); + gGL.popMatrix(); + gGL.popMatrix(); LLVector3 euler_angles; LLQuaternion object_rot = first_object->getRotationEdit(); @@ -796,14 +796,14 @@ void LLManipRotate::renderSnapGuides() for (S32 pass = 0; pass < 3; pass++) { // render snap guide ring - glPushMatrix(); + gGL.pushMatrix(); LLQuaternion snap_guide_rot; F32 angle_radians, x, y, z; snap_guide_rot.shortestArc(LLVector3::z_axis, getConstraintAxis()); snap_guide_rot.getAngleAxis(&angle_radians, &x, &y, &z); - glTranslatef(center.mV[VX], center.mV[VY], center.mV[VZ]); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.translatef(center.mV[VX], center.mV[VY], center.mV[VZ]); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); LLColor4 line_color = setupSnapGuideRenderPass(pass); @@ -826,7 +826,7 @@ void LLManipRotate::renderSnapGuides() { gl_circle_2d(0.f, 0.f, mRadiusMeters * SNAP_GUIDE_INNER_RADIUS, CIRCLE_STEPS, FALSE); } - glPopMatrix(); + gGL.popMatrix(); for (S32 i = 0; i < 64; i++) { diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp index 4eb94dfb8e..f6df4cdfbf 100644 --- a/indra/newview/llmanipscale.cpp +++ b/indra/newview/llmanipscale.cpp @@ -217,12 +217,12 @@ void LLManipScale::render() if( canAffectSelection() ) { - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { F32 zoom = gAgentCamera.mHUDCurZoom; - glScalef(zoom, zoom, zoom); + gGL.scalef(zoom, zoom, zoom); } //////////////////////////////////////////////////////////////////////// @@ -274,14 +274,14 @@ void LLManipScale::render() LLVector3 pos_agent = bbox.getPositionAgent(); LLQuaternion rot = bbox.getRotation(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); { - glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]); + gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]); F32 angle_radians, x, y, z; rot.getAngleAxis(&angle_radians, &x, &y, &z); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); { @@ -303,13 +303,13 @@ void LLManipScale::render() glPolygonOffset( 0.f, 0.f); } } - glPopMatrix(); + gGL.popMatrix(); if (mManipPart != LL_NO_PART) { renderSnapGuides(bbox); } - glPopMatrix(); + gGL.popMatrix(); renderXYZ(bbox.getExtentLocal()); } @@ -719,17 +719,17 @@ void LLManipScale::renderEdges( const LLBBox& bbox ) LLVector3 direction = edgeToUnitVector( part ); LLVector3 center_to_edge = unitVectorToLocalBBoxExtent( direction, bbox ); - glPushMatrix(); + gGL.pushMatrix(); { - glTranslatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] ); + gGL.translatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] ); conditionalHighlight( part ); - glScalef( + gGL.scalef( direction.mV[0] ? edge_width : extent.mV[VX], direction.mV[1] ? edge_width : extent.mV[VY], direction.mV[2] ? edge_width : extent.mV[VZ] ); gBox.render(); } - glPopMatrix(); + gGL.popMatrix(); } } @@ -766,13 +766,13 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z ) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest gls_depth(GL_FALSE); - glPushMatrix(); + gGL.pushMatrix(); { - glTranslatef( x, y, z ); - glScalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize ); + gGL.translatef( x, y, z ); + gGL.scalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize ); gBox.render(); } - glPopMatrix(); + gGL.popMatrix(); } @@ -788,16 +788,16 @@ void LLManipScale::renderAxisHandle( const LLVector3& start, const LLVector3& en LLVector3 delta = end - offset_start; LLVector3 pos = offset_start + 0.5f * delta; - glPushMatrix(); + gGL.pushMatrix(); { - glTranslatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] ); - glScalef( + gGL.translatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] ); + gGL.scalef( mBoxHandleSize + llabs(delta.mV[VX]), mBoxHandleSize + llabs(delta.mV[VY]), mBoxHandleSize + llabs(delta.mV[VZ])); gBox.render(); } - glPopMatrix(); + gGL.popMatrix(); } else { diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index a9b14829b2..3a88fbd96d 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1066,12 +1066,12 @@ BOOL LLManipTranslate::handleMouseUp(S32 x, S32 y, MASK mask) void LLManipTranslate::render() { - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { F32 zoom = gAgentCamera.mHUDCurZoom; - glScalef(zoom, zoom, zoom); + gGL.scalef(zoom, zoom, zoom); } { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); @@ -1515,12 +1515,12 @@ void LLManipTranslate::renderSnapGuides() F32 x,y,z,angle_radians; grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z); gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); F32 sz = mGridSizeMeters; F32 tiles = sz; - glMatrixMode(GL_TEXTURE); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.pushMatrix(); usc = 1.0f/usc; vsc = 1.0f/vsc; @@ -1534,7 +1534,7 @@ void LLManipTranslate::renderSnapGuides() vsc *= 0.5f; } - glScalef(usc, vsc, 1.0f); + gGL.scalef(usc, vsc, 1.0f); gGL.translatef(u, v, 0); float a = line_alpha; @@ -1567,7 +1567,7 @@ void LLManipTranslate::renderSnapGuides() renderGrid(u,v,tiles,1,1,1,a); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } @@ -1724,7 +1724,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, F32 x,y,z,angle_radians; grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z); gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); F32 sz = mGridSizeMeters; F32 tiles = sz; @@ -1853,7 +1853,7 @@ void LLManipTranslate::renderTranslationHandles() mGridSizeMeters = gSavedSettings.getF32("GridDrawSize"); mConeSize = mArrowLengthMeters / 4.f; - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); { gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]); @@ -1861,7 +1861,7 @@ void LLManipTranslate::renderTranslationHandles() F32 angle_radians, x, y, z; grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z); - glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); LLQuaternion invRotation = grid_rotation; invRotation.conjQuat(); @@ -1909,9 +1909,9 @@ void LLManipTranslate::renderTranslationHandles() { // render YZ plane manipulator gGL.pushMatrix(); - glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); + gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); gGL.translatef(0.f, mPlaneManipOffsetMeters, mPlaneManipOffsetMeters); - glScalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]); + gGL.scalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]); if (mHighlightedPart == LL_YZ_PLANE) { color1.setVec(0.f, 1.f, 0.f, 1.f); @@ -1963,9 +1963,9 @@ void LLManipTranslate::renderTranslationHandles() { // render XZ plane manipulator gGL.pushMatrix(); - glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); + gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); gGL.translatef(mPlaneManipOffsetMeters, 0.f, mPlaneManipOffsetMeters); - glScalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]); + gGL.scalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]); if (mHighlightedPart == LL_XZ_PLANE) { color1.setVec(0.f, 0.f, 1.f, 1.f); @@ -2019,7 +2019,7 @@ void LLManipTranslate::renderTranslationHandles() { // render XY plane manipulator gGL.pushMatrix(); - glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); + gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]); /* Y ^ @@ -2044,7 +2044,7 @@ void LLManipTranslate::renderTranslationHandles() v2 = LLVector3(mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f); v3 = LLVector3(mPlaneManipOffsetMeters * (-PLANE_TICK_SIZE * 0.75f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f); #endif - glScalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]); + gGL.scalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]); if (mHighlightedPart == LL_XY_PLANE) { color1.setVec(1.f, 0.f, 0.f, 1.f); @@ -2216,7 +2216,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_ } gGL.translatef(vec.mV[0], vec.mV[1], vec.mV[2]); - glScalef(handle_size, handle_size, handle_size); + gGL.scalef(handle_size, handle_size, handle_size); F32 rot = 0.0f; LLVector3 axis; @@ -2241,8 +2241,8 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_ } gGL.diffuseColor4fv(color.mV); - glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]); - glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f); + gGL.rotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]); + gGL.scalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f); gCone.render(); diff --git a/indra/newview/llnetmap.cpp b/indra/newview/llnetmap.cpp index 5fe5c9b1e8..15d5d7c162 100644 --- a/indra/newview/llnetmap.cpp +++ b/indra/newview/llnetmap.cpp @@ -172,10 +172,10 @@ void LLNetMap::draw() LLVector3 offset = gGL.getUITranslation(); LLVector3 scale = gGL.getUIScale(); - glLoadIdentity(); + gGL.loadIdentity(); gGL.loadUIIdentity(); - glScalef(scale.mV[0], scale.mV[1], scale.mV[2]); + gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]); gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]); { @@ -183,7 +183,7 @@ void LLNetMap::draw() { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); // Draw background rectangle LLColor4 background_color = mBackgroundColor.get(); @@ -204,7 +204,7 @@ void LLNetMap::draw() { // rotate subsequent draws to agent rotation rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ); - glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f); + gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f); } // figure out where agent is @@ -492,7 +492,7 @@ void LLNetMap::draw() // If we don't rotate the map, we have to rotate the frustum. gGL.pushMatrix(); gGL.translatef( ctr_x, ctr_y, 0 ); - glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f); + gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f); gGL.begin( LLRender::TRIANGLES ); gGL.vertex2f( 0, 0 ); gGL.vertex2f( -half_width_pixels, far_clip_pixels ); diff --git a/indra/newview/llpanellogin.cpp b/indra/newview/llpanellogin.cpp index db7d836799..a637ff156c 100644 --- a/indra/newview/llpanellogin.cpp +++ b/indra/newview/llpanellogin.cpp @@ -287,15 +287,15 @@ LLPanelLogin::~LLPanelLogin() // virtual void LLPanelLogin::draw() { - glPushMatrix(); + gGL.pushMatrix(); { F32 image_aspect = 1.333333f; F32 view_aspect = (F32)getRect().getWidth() / (F32)getRect().getHeight(); // stretch image to maintain aspect ratio if (image_aspect > view_aspect) { - glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f); - glScalef(image_aspect / view_aspect, 1.f, 1.f); + gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f); + gGL.scalef(image_aspect / view_aspect, 1.f, 1.f); } S32 width = getRect().getWidth(); @@ -310,7 +310,7 @@ void LLPanelLogin::draw() mLogoImage->draw(0, -264, width + 8, mLogoImage->getHeight()); }; } - glPopMatrix(); + gGL.popMatrix(); LLPanel::draw(); } diff --git a/indra/newview/llprogressview.cpp b/indra/newview/llprogressview.cpp index a1f38f1854..5d7a5b1c59 100644 --- a/indra/newview/llprogressview.cpp +++ b/indra/newview/llprogressview.cpp @@ -187,7 +187,7 @@ void LLProgressView::setVisible(BOOL visible) void LLProgressView::drawStartTexture(F32 alpha) { - glPushMatrix(); + gGL.pushMatrix(); if (gStartTexture) { LLGLSUIDefault gls_ui; @@ -200,13 +200,13 @@ void LLProgressView::drawStartTexture(F32 alpha) // stretch image to maintain aspect ratio if (image_aspect > view_aspect) { - glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f); - glScalef(image_aspect / view_aspect, 1.f, 1.f); + gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f); + gGL.scalef(image_aspect / view_aspect, 1.f, 1.f); } else { - glTranslatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f); - glScalef(1.f, view_aspect / image_aspect, 1.f); + gGL.translatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f); + gGL.scalef(1.f, view_aspect / image_aspect, 1.f); } gl_rect_2d_simple_tex( getRect().getWidth(), getRect().getHeight() ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -217,7 +217,7 @@ void LLProgressView::drawStartTexture(F32 alpha) gGL.color4f(0.f, 0.f, 0.f, 1.f); gl_rect_2d(getRect()); } - glPopMatrix(); + gGL.popMatrix(); } diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 48cccc12ef..76d6954a88 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5134,20 +5134,20 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud) F32 cur_zoom = gAgentCamera.mHUDCurZoom; // set up transform to encompass bounding box of HUD - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f); - glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth); + gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.pushUIMatrix(); gGL.loadUIIdentity(); - glLoadIdentity(); - glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame - glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f); - glScalef(cur_zoom, cur_zoom, cur_zoom); + gGL.loadIdentity(); + gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame + gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f); + gGL.scalef(cur_zoom, cur_zoom, cur_zoom); } if (mSelectedObjects->getNumNodes()) { @@ -5240,10 +5240,10 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud) if (isAgentAvatarValid() && for_hud) { - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); gGL.popUIMatrix(); stop_glerror(); @@ -5567,7 +5567,7 @@ void pushWireframe(LLDrawable* drawable) { LLVertexBuffer::unbind(); gGL.pushMatrix(); - glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix); + gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix); for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i) { const LLVolumeFace& face = rigged_volume->getVolumeFace(i); @@ -5611,22 +5611,22 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) gHighlightProgram.bind(); } - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); BOOL is_hud_object = objectp->isHUDAttachment(); if (drawable->isActive()) { - glLoadMatrixd(gGLModelView); - glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix); + gGL.loadMatrix(gGLModelView); + gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix); } else if (!is_hud_object) { - glLoadIdentity(); - glMultMatrixd(gGLModelView); + gGL.loadIdentity(); + gGL.multMatrix(gGLModelView); LLVector3 trans = objectp->getRegion()->getOriginAgent(); - glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]); + gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]); } glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -5713,21 +5713,21 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color) return; } - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.pushUIMatrix(); gGL.loadUIIdentity(); if (!is_hud_object) { - glLoadIdentity(); - glMultMatrixd(gGLModelView); + gGL.loadIdentity(); + gGL.multMatrix(gGLModelView); } if (drawable->isActive()) { - glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix); + gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix); } LLVolume *volume = objectp->getVolume(); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index e0c3b43110..81d7fe70c1 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2552,9 +2552,9 @@ void renderOctree(LLSpatialGroup* group) LLDrawable* drawable = *i; if (!group->mSpatialPartition->isBridge()) { - glPushMatrix(); + gGL.pushMatrix(); LLVector3 trans = drawable->getRegion()->getOriginAgent(); - glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]); + gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]); } for (S32 j = 0; j < drawable->getNumFaces(); j++) @@ -2584,7 +2584,7 @@ void renderOctree(LLSpatialGroup* group) if (!group->mSpatialPartition->isBridge()) { - glPopMatrix(); + gGL.popMatrix(); } } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); @@ -2866,7 +2866,7 @@ void renderNormals(LLDrawable* drawablep) { LLVolume* volume = vol->getVolume(); gGL.pushMatrix(); - glMultMatrixf((F32*) vol->getRelativeXform().mMatrix); + gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -3018,7 +3018,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVector3 size(0.25f,0.25f,0.25f); gGL.pushMatrix(); - glMultMatrixf((F32*) volume->getRelativeXform().mMatrix); + gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix); if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH) { @@ -3264,6 +3264,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVertexBuffer::unbind(); glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints); gGL.diffuseColor4fv(line_color.mV); + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); gGL.diffuseColor4fv(color.mV); @@ -3302,7 +3303,7 @@ void renderPhysicsShapes(LLSpatialGroup* group) { gGL.pushMatrix(); LLVector3 trans = drawable->getRegion()->getOriginAgent(); - glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]); + gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]); renderPhysicsShape(drawable, volume); gGL.popMatrix(); } @@ -3618,8 +3619,8 @@ void renderRaycast(LLDrawable* drawablep) } gGL.pushMatrix(); - glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]); - glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix); + gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]); + gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix); LLVector3 start, end; if (transform) @@ -3650,6 +3651,7 @@ void renderRaycast(LLDrawable* drawablep) LLVertexBuffer::unbind(); gGL.diffuseColor4f(0,1,1,0.5f); glVertexPointer(3, GL_FLOAT, sizeof(LLVector4a), face.mPositions); + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); } @@ -3672,15 +3674,15 @@ void renderRaycast(LLDrawable* drawablep) if (drawablep->getVObj() == gDebugRaycastObject) { // draw intersection point - glPushMatrix(); - glLoadMatrixd(gGLModelView); + gGL.pushMatrix(); + gGL.loadMatrix(gGLModelView); LLVector3 translate = gDebugRaycastIntersection; - glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]); + gGL.translatef(translate.mV[0], translate.mV[1], translate.mV[2]); LLCoordFrame orient; orient.lookDir(gDebugRaycastNormal, gDebugRaycastBinormal); LLMatrix4 rotation; orient.getRotMatrixToParent(rotation); - glMultMatrixf((float*)rotation.mMatrix); + gGL.multMatrix((float*)rotation.mMatrix); gGL.color4f(1,0,0,0.5f); drawBox(LLVector3(0, 0, 0), LLVector3(0.1f, 0.022f, 0.022f)); @@ -3688,7 +3690,7 @@ void renderRaycast(LLDrawable* drawablep) drawBox(LLVector3(0, 0, 0), LLVector3(0.021f, 0.1f, 0.021f)); gGL.color4f(0,0,1,0.5f); drawBox(LLVector3(0, 0, 0), LLVector3(0.02f, 0.02f, 0.1f)); - glPopMatrix(); + gGL.popMatrix(); // draw bounding box of prim const LLVector4a* ext = drawablep->getSpatialExtents(); @@ -3763,13 +3765,13 @@ public: group->rebuildMesh(); gGL.flush(); - glPushMatrix(); + gGL.pushMatrix(); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); renderVisibility(group, mCamera); stop_glerror(); gGLLastMatrix = NULL; - glPopMatrix(); + gGL.popMatrix(); gGL.color4f(1,1,1,1); } } diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index f44e62335d..e2c2b2ae21 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -216,22 +216,22 @@ void LLTexLayerSetBuffer::cancelUpload() void LLTexLayerSetBuffer::pushProjection() const { - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); } void LLTexLayerSetBuffer::popProjection() const { - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } diff --git a/indra/newview/lltoolbrush.cpp b/indra/newview/lltoolbrush.cpp index 9782b90cf1..aba43a9715 100644 --- a/indra/newview/lltoolbrush.cpp +++ b/indra/newview/lltoolbrush.cpp @@ -507,12 +507,12 @@ void LLToolBrushLand::render() void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region, const LLVector3& pos_world) { - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest mDepthTest(GL_TRUE); - glPushMatrix(); + gGL.pushMatrix(); gGL.color4fv(OVERLAY_COLOR.mV); - glTranslatef(0.0f, 0.0f, 1.0f); + gGL.translatef(0.0f, 0.0f, 1.0f); S32 i = (S32) pos_region.mV[VX]; S32 j = (S32) pos_region.mV[VY]; @@ -566,7 +566,7 @@ void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region } gGL.end(); - glPopMatrix(); + gGL.popMatrix(); } void LLToolBrushLand::determineAffectedRegions(region_list_t& regions, diff --git a/indra/newview/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp index eeb90a2b19..718201e381 100644 --- a/indra/newview/lltoolmorph.cpp +++ b/indra/newview/lltoolmorph.cpp @@ -169,14 +169,14 @@ BOOL LLVisualParamHint::render() gGL.pushUIMatrix(); gGL.loadUIIdentity(); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); + gGL.loadIdentity(); + gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); if (LLGLSLShader::sNoFixedFunction) { @@ -187,10 +187,10 @@ BOOL LLVisualParamHint::render() //LLGLState::verify(TRUE); mBackgroundp->draw(0, 0, mFullWidth, mFullHeight); - glMatrixMode(GL_PROJECTION); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); mNeedsUpdate = FALSE; diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp index 2ec7534025..bec05bd3d2 100644 --- a/indra/newview/lltracker.cpp +++ b/indra/newview/lltracker.cpp @@ -505,10 +505,10 @@ void LLTracker::renderBeacon(LLVector3d pos_global, LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); { - glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); + gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color); diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index 7f7366dd3d..c0ef4da1ff 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -325,8 +325,8 @@ void LLViewerCamera::setPerspective(BOOL for_selection, aspect = getAspect(); // Load camera view matrix - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadIdentity(); glh::matrix4f proj_mat; @@ -385,14 +385,14 @@ void LLViewerCamera::setPerspective(BOOL for_selection, proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far); - glLoadMatrixf(proj_mat.m); + gGL.loadMatrix(proj_mat.m); for (U32 i = 0; i < 16; i++) { gGLProjection[i] = proj_mat.m[i]; } - glMatrixMode( GL_MODELVIEW ); + gGL.matrixMode(LLRender::MM_MODELVIEW); glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION); @@ -402,7 +402,7 @@ void LLViewerCamera::setPerspective(BOOL for_selection, modelview *= glh::matrix4f(ogl_matrix); - glLoadMatrixf(modelview.m); + gGL.loadMatrix(modelview.m); if (for_selection && (width > 1 || height > 1)) { @@ -431,10 +431,10 @@ void LLViewerCamera::setPerspective(BOOL for_selection, /*if (gSavedSettings.getBOOL("CameraOffset")) { - glMatrixMode(GL_PROJECTION); - glTranslatef(0,0,-50); - glRotatef(20.0,1,0,0); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.translatef(0,0,-50); + gGL.rotatef(20.0,1,0,0); + gGL.matrixMode(LLRender::MM_MODELVIEW); }*/ } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index c8fe6f8997..5f4156732e 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -701,10 +701,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) glh_set_current_projection(proj); glh_set_current_modelview(mod); - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(proj.m); - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(mod.m); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadMatrix(proj.m); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(mod.m); gViewerWindow->setup3DViewport(); LLGLState::checkStates(); @@ -813,13 +813,13 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) //// assumes frontmost floater with focus is opaque //if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp)) //{ - // glMatrixMode(GL_MODELVIEW); - // glPushMatrix(); + // gGL.matrixMode(LLRender::MM_MODELVIEW); + // gGL.pushMatrix(); // { // gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); - // glLoadIdentity(); + // gGL.loadIdentity(); // LLRect floater_rect = frontmost_floaterp->calcScreenRect(); // // deflate by one pixel so rounding errors don't occlude outside of floater extents @@ -829,8 +829,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(), // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled()); // floater_3d_rect.translate(-0.5f, -0.5f); - // glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear()); - // glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f); + // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear()); + // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f); // gGL.color4fv(LLColor4::white.mV); // gGL.begin(LLVertexBuffer::QUADS); // { @@ -842,7 +842,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // gGL.end(); // glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // } - // glPopMatrix(); + // gGL.popMatrix(); //} LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; @@ -979,10 +979,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) void render_hud_attachments() { LLMemType mt_ra(LLMemType::MTYPE_DISPLAY_RENDER_ATTACHMENTS); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); glh::matrix4f current_proj = glh_get_current_projection(); glh::matrix4f current_mod = glh_get_current_modelview(); @@ -1068,10 +1068,10 @@ void render_hud_attachments() } LLPipeline::sUseOcclusion = use_occlusion; } - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); glh_set_current_projection(current_proj); glh_set_current_modelview(current_mod); @@ -1154,12 +1154,12 @@ BOOL setup_hud_matrices(const LLRect& screen_region) if (!result) return result; // set up transform to keep HUD objects in front of camera - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(proj.m); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadMatrix(proj.m); glh_set_current_projection(proj); - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(model.m); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(model.m); glh_set_current_modelview(model); return TRUE; } @@ -1175,8 +1175,8 @@ void render_ui(F32 zoom_factor, int subfield) if (!gSnapshot) { - glPushMatrix(); - glLoadMatrixd(gGLLastModelView); + gGL.pushMatrix(); + gGL.loadMatrix(gGLLastModelView); glh_set_current_modelview(glh_copy_matrix(gGLLastModelView)); } @@ -1232,7 +1232,7 @@ void render_ui(F32 zoom_factor, int subfield) if (!gSnapshot) { glh_set_current_modelview(saved_view); - glPopMatrix(); + gGL.popMatrix(); } if (gDisplaySwapBuffers) @@ -1305,10 +1305,10 @@ void draw_axes() gGL.vertex3f(0.0f, 0.0f, 40.0f); gGL.end(); // Some coordinate axes - glPushMatrix(); - glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] ); + gGL.pushMatrix(); + gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] ); renderCoordinateAxes(); - glPopMatrix(); + gGL.popMatrix(); } void render_ui_3d() @@ -1378,10 +1378,10 @@ void render_ui_2d() gGL.pushMatrix(); S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2); S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2); - glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f); - glTranslatef((F32)half_width, (F32)half_height, 0.f); + gGL.scalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f); + gGL.translatef((F32)half_width, (F32)half_height, 0.f); F32 zoom = gAgentCamera.mHUDCurZoom; - glScalef(zoom,zoom,1.f); + gGL.scalef(zoom,zoom,1.f); gGL.color4fv(LLColor4::white.mV); gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE); gGL.popMatrix(); @@ -1518,20 +1518,20 @@ void render_disconnected_background() { LLGLSUIDefault gls_ui; gViewerWindow->setup2DRender(); - glPushMatrix(); + gGL.pushMatrix(); { // scale ui to reflect UIScaleFactor // this can't be done in setup2DRender because it requires a // pushMatrix/popMatrix pair const LLVector2& display_scale = gViewerWindow->getDisplayScale(); - glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); + gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); gGL.getTexUnit(0)->bind(gDisconnectedImagep); gGL.color4f(1.f, 1.f, 1.f, 1.f); gl_rect_2d_simple_tex(width, height); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } - glPopMatrix(); + gGL.popMatrix(); } gGL.flush(); diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp index baf85d6884..f2e49ff270 100644 --- a/indra/newview/llviewerjoint.cpp +++ b/indra/newview/llviewerjoint.cpp @@ -126,7 +126,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive ) // //---------------------------------------------------------------- // // push matrix stack // //---------------------------------------------------------------- -// glPushMatrix(); +// gGL.pushMatrix(); // //---------------------------------------------------------------- // // render the bone to my parent @@ -140,8 +140,8 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive ) // // offset to joint position and // // rotate to our orientation // //---------------------------------------------------------------- -// glLoadIdentity(); -// glMultMatrixf( &getWorldMatrix().mMatrix[0][0] ); +// gGL.loadIdentity(); +// gGL.multMatrix( &getWorldMatrix().mMatrix[0][0] ); // //---------------------------------------------------------------- // // render joint axes @@ -233,7 +233,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive ) // //---------------------------------------------------------------- // // pop matrix stack // //---------------------------------------------------------------- -// glPopMatrix(); +// gGL.popMatrix(); // } @@ -346,7 +346,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy ) // F32 boneSize = 0.02f; // // rotate to point to child (bone direction) -// glPushMatrix(); +// gGL.pushMatrix(); // LLVector3 boneX = getPosition(); // F32 length = boneX.normVec(); @@ -362,7 +362,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy ) // rotateMat.setFwdRow( boneX ); // rotateMat.setLeftRow( boneY ); // rotateMat.setUpRow( boneZ ); -// glMultMatrixf( &rotateMat.mMatrix[0][0] ); +// gGL.multMatrix( &rotateMat.mMatrix[0][0] ); // // render the bone // gGL.color3f( 0.5f, 0.5f, 0.0f ); @@ -388,7 +388,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy ) // gGL.end(); // // restore matrix -// glPopMatrix(); +// gGL.popMatrix(); // } //-------------------------------------------------------------------- @@ -541,7 +541,7 @@ void LLViewerJointCollisionVolume::renderCollision() updateWorldMatrix(); gGL.pushMatrix(); - glMultMatrixf( &mXform.getWorldMatrix().mMatrix[0][0] ); + gGL.multMatrix( &mXform.getWorldMatrix().mMatrix[0][0] ); gGL.color3f( 0.f, 0.f, 1.f ); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 2d08a27923..20ee475939 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -616,12 +616,12 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) } else { - glPushMatrix(); + gGL.pushMatrix(); LLMatrix4 jointToWorld = getWorldMatrix(); - glMultMatrixf((GLfloat*)jointToWorld.mMatrix); + gGL.multMatrix((GLfloat*)jointToWorld.mMatrix); buff->setBuffer(mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); - glPopMatrix(); + gGL.popMatrix(); } gPipeline.addTrianglesDrawn(count); diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp index eff16b6a6e..6482336f37 100644 --- a/indra/newview/llviewerparceloverlay.cpp +++ b/indra/newview/llviewerparceloverlay.cpp @@ -825,14 +825,14 @@ S32 LLViewerParcelOverlay::renderPropertyLines () // Always fudge a little vertically. pull_toward_camera.mV[VZ] += 0.01f; - glMatrixMode( GL_MODELVIEW ); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); // Move to appropriate region coords LLVector3 origin = mRegion->getOriginAgent(); - glTranslatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] ); + gGL.translatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] ); - glTranslatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY], + gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY], pull_toward_camera.mV[VZ]); // Include +1 because vertices are fenceposts. @@ -931,7 +931,7 @@ S32 LLViewerParcelOverlay::renderPropertyLines () } - glPopMatrix(); + gGL.popMatrix(); return drawn; } diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 95e17448bb..010bcfb125 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -2275,9 +2275,9 @@ void LLViewerWindow::draw() LLUI::setLineWidth(1.f); // Reset any left-over transforms - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); - glLoadIdentity(); + gGL.loadIdentity(); //S32 screen_x, screen_y; @@ -2292,7 +2292,7 @@ void LLViewerWindow::draw() // draw timecode block std::string text; - glLoadIdentity(); + gGL.loadIdentity(); microsecondsToTimecodeString(gFrameTime,text); const LLFontGL* font = LLFontGL::getFontSansSerif(); @@ -2328,10 +2328,10 @@ void LLViewerWindow::draw() int pos_y = sub_region / llceil(zoom_factor); int pos_x = sub_region - (pos_y*llceil(zoom_factor)); // offset for this tile - glTranslatef((F32)getWindowWidthScaled() * -(F32)pos_x, + gGL.translatef((F32)getWindowWidthScaled() * -(F32)pos_x, (F32)getWindowHeightScaled() * -(F32)pos_y, 0.f); - glScalef(zoom_factor, zoom_factor, 1.f); + gGL.scalef(zoom_factor, zoom_factor, 1.f); LLUI::sGLScaleFactor *= zoom_factor; } @@ -2360,7 +2360,7 @@ void LLViewerWindow::draw() S32 screen_x, screen_y; top_ctrl->localPointToScreen(0, 0, &screen_x, &screen_y); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); LLUI::pushMatrix(); LLUI::translate( (F32) screen_x, (F32) screen_y, 0.f); top_ctrl->draw(); @@ -3424,17 +3424,17 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, LLBBox hud_bbox = gAgentAvatarp->getHUDBBox(); // set up transform to encompass bounding box of HUD - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f); - glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth); + gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame - glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame + gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f); } // Render light for editing @@ -3444,12 +3444,12 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, LLGLEnable gls_blend(GL_BLEND); LLGLEnable gls_cull(GL_CULL_FACE); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); if (selection->getSelectType() == SELECT_TYPE_HUD) { F32 zoom = gAgentCamera.mHUDCurZoom; - glScalef(zoom, zoom, zoom); + gGL.scalef(zoom, zoom, zoom); } struct f : public LLSelectedObjectFunctor @@ -3486,7 +3486,7 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, } func; LLSelectMgr::getInstance()->getSelection()->applyToObjects(&func); - glPopMatrix(); + gGL.popMatrix(); } // NOTE: The average position for the axis arrows of the selected objects should @@ -3549,11 +3549,11 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, } if (selection->getSelectType() == SELECT_TYPE_HUD && selection->getObjectCount()) { - glMatrixMode(GL_PROJECTION); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); stop_glerror(); } } diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 890861df71..4cef0f5b5b 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -882,7 +882,7 @@ void LLVOTree::updateMesh() // Translate to tree base HACK - adjustment in Z plants tree underground const LLVector3 &pos_agent = getPositionAgent(); - //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); + //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); LLMatrix4 trans_mat; trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); trans_mat *= matrix; @@ -1158,7 +1158,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD scale_mat.mMatrix[2][2] = scale*length; scale_mat *= matrix; - glLoadMatrixf((F32*) scale_mat.mMatrix); + gGL.loadMatrix((F32*) scale_mat.mMatrix); + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); @@ -1208,7 +1209,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD scale_mat *= matrix; - glLoadMatrixf((F32*) scale_mat.mMatrix); + gGL.loadMatrix((F32*) scale_mat.mMatrix); + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); @@ -1229,19 +1231,20 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD scale_mat *= matrix; - glMatrixMode(GL_TEXTURE); - glTranslatef(0.0, -0.5, 0.0); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.translatef(0.0, -0.5, 0.0); + gGL.matrixMode(LLRender::MM_MODELVIEW); - glLoadMatrixf((F32*) scale_mat.mMatrix); + gGL.loadMatrix((F32*) scale_mat.mMatrix); + gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); ret += LEAF_INDICES; - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } return ret; diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 7b1c725483..39c9945fb4 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -518,6 +518,7 @@ void LLVOWLSky::drawDome(void) #else mStripsVerts->setBuffer(data_mask); + gGL.syncMatrices(); glDrawRangeElements( GL_TRIANGLES, 0, mStripsVerts->getNumVerts()-1, mStripsVerts->getNumIndices(), diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp index 265d5dc801..3959e7c073 100644 --- a/indra/newview/llworldmapview.cpp +++ b/indra/newview/llworldmapview.cpp @@ -314,7 +314,7 @@ void LLWorldMapView::draw() { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); // Clear the background alpha to 0 gGL.flush(); @@ -1307,7 +1307,7 @@ void LLWorldMapView::drawTrackingCircle( const LLRect& rect, S32 x, S32 y, const end_theta -= angle_adjust_y; } - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.translatef((F32)x, (F32)y, 0.f); gl_washer_segment_2d(inner_radius, outer_radius, start_theta, end_theta, 40, color, color); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b4be863c6d..60d504e948 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2018,13 +2018,13 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl gGL.setColorMask(false, false); } - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixd(gGLLastProjection); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadMatrix(gGLLastProjection); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); gGLLastMatrix = NULL; - glLoadMatrixd(gGLLastModelView); + gGL.loadMatrix(gGLLastModelView); LLVertexBuffer::unbind(); @@ -2129,10 +2129,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl } - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); if (sUseOcclusion > 1) { @@ -3450,10 +3450,10 @@ void LLPipeline::renderHighlights() //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); gGL.pushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - glLoadIdentity(); + gGL.loadIdentity(); gGL.getTexUnit(0)->bind(&mHighlight); @@ -3513,7 +3513,7 @@ void LLPipeline::renderHighlights() gGL.end(); gGL.popMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); //gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -3629,9 +3629,9 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO"); // Initialize lots of GL state to "safe" values - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); LLGLSPipeline gls_pipeline; LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); @@ -3700,7 +3700,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) { occlude = FALSE; gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); } @@ -3711,7 +3711,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLFastTimer t(FTM_POOLRENDER); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumPasses(); i++ ) { @@ -3760,13 +3760,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); if (occlude) { occlude = FALSE; gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); } @@ -3886,7 +3886,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) LLFastTimer t(FTM_POOLRENDER); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ ) { @@ -3934,7 +3934,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, false); } @@ -3967,7 +3967,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { occlude = FALSE; gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); gGL.setColorMask(true, false); @@ -3979,7 +3979,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) LLFastTimer t(FTM_POOLRENDER); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ ) { @@ -4027,17 +4027,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) } gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); if (occlude) { occlude = FALSE; gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); } } @@ -4064,7 +4064,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) poolp->prerender() ; gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ ) { @@ -4103,7 +4103,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) } gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); } @@ -4177,10 +4177,10 @@ void LLPipeline::renderPhysicsDisplay() LLSpatialBridge* bridge = *i; if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) { - glPushMatrix(); - glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + gGL.pushMatrix(); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); bridge->renderPhysicsShapes(); - glPopMatrix(); + gGL.popMatrix(); } } @@ -4204,7 +4204,7 @@ void LLPipeline::renderDebug() gGL.color4f(1,1,1,1); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, false); bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); @@ -4264,10 +4264,10 @@ void LLPipeline::renderDebug() LLSpatialBridge* bridge = *i; if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) { - glPushMatrix(); - glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + gGL.pushMatrix(); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); bridge->renderDebug(); - glPopMatrix(); + gGL.popMatrix(); } } @@ -4455,7 +4455,7 @@ void LLPipeline::renderDebug() gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); gGL.pushMatrix(); - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter) @@ -4476,7 +4476,7 @@ void LLPipeline::renderDebug() if (bridge) { gGL.pushMatrix(); - glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); } F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f); @@ -4824,6 +4824,8 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) { assertInitialized(); + gGL.syncMatrices(); + if (for_edit) { LLColor4 diffuse(1.f, 1.f, 1.f, 0.f); @@ -5052,6 +5054,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) void LLPipeline::setupHWLights(LLDrawPool* pool) { assertInitialized(); + gGL.syncMatrices(); // Ambient LLColor4 ambient = gSky.getTotalAmbientColor(); @@ -5332,6 +5335,8 @@ void LLPipeline::enableLightsPreview() { disableLights(); + gGL.syncMatrices(); + glEnable(GL_LIGHTING); LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); @@ -6096,10 +6101,10 @@ void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture) { LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS); assertInitialized(); - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; mSimplePool->pushBatches(type, mask); - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } @@ -6108,25 +6113,25 @@ void apply_cube_face_rotation(U32 face) switch (face) { case 0: - glRotatef(90.f, 0, 1, 0); - glRotatef(180.f, 1, 0, 0); + gGL.rotatef(90.f, 0, 1, 0); + gGL.rotatef(180.f, 1, 0, 0); break; case 2: - glRotatef(-90.f, 1, 0, 0); + gGL.rotatef(-90.f, 1, 0, 0); break; case 4: - glRotatef(180.f, 0, 1, 0); - glRotatef(180.f, 0, 0, 1); + gGL.rotatef(180.f, 0, 1, 0); + gGL.rotatef(180.f, 0, 0, 1); break; case 1: - glRotatef(-90.f, 0, 1, 0); - glRotatef(180.f, 1, 0, 0); + gGL.rotatef(-90.f, 0, 1, 0); + gGL.rotatef(180.f, 1, 0, 0); break; case 3: - glRotatef(90, 1, 0, 0); + gGL.rotatef(90, 1, 0, 0); break; case 5: - glRotatef(180, 0, 0, 1); + gGL.rotatef(180, 0, 0, 1); break; } } @@ -6204,12 +6209,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) enableLightsFullbright(LLColor4(1,1,1,1)); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); LLGLDisable test(GL_ALPHA_TEST); @@ -6662,10 +6667,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); LLVertexBuffer::unbind(); @@ -7116,11 +7121,11 @@ void LLPipeline::renderDeferredLighting() mTransformedSunDir.set(tc.v); } - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) { @@ -7340,11 +7345,11 @@ void LLPipeline::renderDeferredLighting() } stop_glerror(); - glPopMatrix(); + gGL.popMatrix(); stop_glerror(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); stop_glerror(); - glPopMatrix(); + gGL.popMatrix(); stop_glerror(); //copy depth and stencil from deferred screen @@ -7376,19 +7381,19 @@ void LLPipeline::renderDeferredLighting() LLGLDisable test(GL_ALPHA_TEST); //full screen blit - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); } unbindDeferredShader(gDeferredSoftenProgram); @@ -7528,6 +7533,7 @@ void LLPipeline::renderDeferredLighting() gDeferredLightProgram.uniform3fv("color", 1, col.mV); gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + gGL.syncMatrices(); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); stop_glerror(); @@ -7598,6 +7604,7 @@ void LLPipeline::renderDeferredLighting() gDeferredSpotLightProgram.uniform1f("size", s*s); gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gGL.syncMatrices(); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); } @@ -7618,11 +7625,11 @@ void LLPipeline::renderDeferredLighting() LLGLDepthTest depth(GL_FALSE); //full screen blit - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); U32 count = 0; @@ -7697,9 +7704,9 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); } } @@ -7730,17 +7737,17 @@ void LLPipeline::renderDeferredLighting() // glVertexPointer(2, GL_FLOAT, 0, vert); gGL.diffuseColor3f(1,1,1); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); unbindDeferredShader(gDeferredPostProgram); } @@ -8078,7 +8085,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) stop_glerror(); - glPushMatrix(); + gGL.pushMatrix(); mat.set_scale(glh::vec3f(1,1,-1)); mat.set_translate(glh::vec3f(0,0,height*2.f)); @@ -8088,7 +8095,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) mat = current * mat; glh_set_current_modelview(mat); - glLoadMatrixf(mat.m); + gGL.loadMatrix(mat.m); LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); @@ -8166,7 +8173,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gPipeline.popRenderTypeMask(); } glCullFace(GL_BACK); - glPopMatrix(); + gGL.popMatrix(); mWaterRef.flush(); glh_set_current_modelview(current); LLPipeline::sUseOcclusion = occlusion; @@ -8347,12 +8354,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera stateSort(shadow_cam, result); //generate shadow map - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixf(proj.m); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadMatrixd(gGLModelView); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadMatrix(proj.m); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadMatrix(gGLModelView); stop_glerror(); gGLLastMatrix = NULL; @@ -8417,7 +8424,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowProgram.bind(); gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); + gGL.loadMatrix(gGLModelView); doOcclusion(shadow_cam); if (use_shader) @@ -8427,10 +8434,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gGL.setColorMask(true, true); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); gGLLastMatrix = NULL; LLPipeline::sUseOcclusion = occlude; @@ -8757,12 +8764,12 @@ void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vectormImpostor.flush(); @@ -9827,10 +9834,10 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) sShadowRender = FALSE; popRenderTypeMask(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); avatar->mNeedsImpostorUpdate = FALSE; avatar->cacheImpostorValues(); -- cgit v1.2.3 From 530981a2149a74e1dc003cea1bbc9dc392fcae60 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 00:54:25 -0500 Subject: SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders. --- .../shaders/class1/avatar/avatarV.glsl | 8 +++--- .../shaders/class1/avatar/eyeballV.glsl | 14 +++++---- .../shaders/class1/avatar/pickAvatarV.glsl | 6 ++-- .../shaders/class1/deferred/alphaSkinnedV.glsl | 10 ++++--- .../shaders/class1/deferred/alphaV.glsl | 15 ++++++---- .../shaders/class1/deferred/attachmentShadowV.glsl | 10 +++++-- .../shaders/class1/deferred/avatarAlphaV.glsl | 6 ++-- .../shaders/class1/deferred/avatarEyesV.glsl | 11 +++++--- .../shaders/class1/deferred/avatarShadowV.glsl | 4 +-- .../shaders/class1/deferred/avatarV.glsl | 4 ++- .../shaders/class1/deferred/blurLightV.glsl | 6 ++-- .../shaders/class1/deferred/bumpSkinnedV.glsl | 10 +++++-- .../shaders/class1/deferred/bumpV.glsl | 14 +++++---- .../shaders/class1/deferred/cloudsV.glsl | 6 ++-- .../shaders/class1/deferred/diffuseNoColorV.glsl | 31 ++++++++++++++++---- .../shaders/class1/deferred/diffuseSkinnedV.glsl | 10 ++++--- .../shaders/class1/deferred/diffuseV.glsl | 11 +++++--- .../shaders/class1/deferred/emissiveV.glsl | 31 ++++++++++++++++---- .../shaders/class1/deferred/fullbrightV.glsl | 12 +++++--- .../app_settings/shaders/class1/deferred/giV.glsl | 6 ++-- .../shaders/class1/deferred/impostorV.glsl | 9 ++++-- .../shaders/class1/deferred/luminanceV.glsl | 3 +- .../shaders/class1/deferred/multiPointLightV.glsl | 3 +- .../shaders/class1/deferred/pointLightV.glsl | 4 ++- .../shaders/class1/deferred/postDeferredV.glsl | 6 ++-- .../shaders/class1/deferred/postgiV.glsl | 4 ++- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 9 ++++-- .../shaders/class1/deferred/shadowV.glsl | 6 ++-- .../app_settings/shaders/class1/deferred/skyV.glsl | 6 ++-- .../shaders/class1/deferred/softenLightV.glsl | 3 +- .../shaders/class1/deferred/starsV.glsl | 8 ++++-- .../shaders/class1/deferred/sunLightV.glsl | 4 ++- .../shaders/class1/deferred/terrainV.glsl | 12 +++++--- .../shaders/class1/deferred/treeShadowV.glsl | 27 ++++++++++++++++-- .../shaders/class1/deferred/treeV.glsl | 11 +++++--- .../shaders/class1/deferred/waterV.glsl | 10 ++++--- .../shaders/class1/effects/glowExtractV.glsl | 4 ++- .../app_settings/shaders/class1/effects/glowV.glsl | 4 ++- .../shaders/class1/environment/terrainV.glsl | 24 ++++++++++------ .../shaders/class1/environment/waterV.glsl | 8 ++++-- .../shaders/class1/interface/customalphaV.glsl | 6 ++-- .../shaders/class1/interface/debugV.glsl | 4 ++- .../shaders/class1/interface/glowcombineFXAAV.glsl | 26 +++++++++++++++-- .../shaders/class1/interface/glowcombineV.glsl | 6 ++-- .../shaders/class1/interface/highlightV.glsl | 9 ++++-- .../shaders/class1/interface/occlusionV.glsl | 4 ++- .../class1/interface/onetexturenocolorV.glsl | 21 +++++++++++++- .../shaders/class1/interface/solidcolorV.glsl | 4 ++- .../class1/interface/splattexturerectV.glsl | 6 ++-- .../shaders/class1/interface/twotextureaddV.glsl | 3 +- .../app_settings/shaders/class1/interface/uiV.glsl | 8 ++++-- .../app_settings/shaders/class1/objects/bumpV.glsl | 11 +++++--- .../shaders/class1/objects/emissiveSkinnedV.glsl | 31 ++++++++++++++++---- .../shaders/class1/objects/emissiveV.glsl | 32 +++++++++++++++++---- .../shaders/class1/objects/fullbrightNoColorV.glsl | 30 +++++++++++++++++--- .../class1/objects/fullbrightShinySkinnedV.glsl | 12 +++++--- .../shaders/class1/objects/fullbrightShinyV.glsl | 17 +++++++---- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 9 ++++-- .../shaders/class1/objects/fullbrightV.glsl | 12 +++++--- .../shaders/class1/objects/impostorV.glsl | 8 ++++-- .../shaders/class1/objects/previewV.glsl | 33 ++++++++++++++++++---- .../class1/objects/shinySimpleSkinnedV.glsl | 13 ++++++--- .../shaders/class1/objects/shinyV.glsl | 15 ++++++---- .../shaders/class1/objects/simpleNoColorV.glsl | 33 ++++++++++++++++++---- .../shaders/class1/objects/simpleSkinnedV.glsl | 10 +++++-- .../shaders/class1/objects/simpleV.glsl | 15 ++++++---- .../app_settings/shaders/class1/objects/treeV.glsl | 31 ++++++++++++++++---- .../shaders/class2/avatar/eyeballV.glsl | 14 +++++---- .../shaders/class2/deferred/alphaSkinnedV.glsl | 13 ++++++--- .../shaders/class2/deferred/alphaV.glsl | 17 +++++++---- .../shaders/class2/deferred/avatarAlphaV.glsl | 3 +- .../shaders/class2/deferred/edgeV.glsl | 3 +- .../shaders/class2/deferred/softenLightV.glsl | 5 ++-- .../shaders/class2/deferred/sunLightV.glsl | 6 ++-- .../app_settings/shaders/class2/effects/blurV.glsl | 5 ++-- .../shaders/class2/effects/drawQuadV.glsl | 5 ++-- .../shaders/class2/environment/terrainV.glsl | 14 +++++---- .../shaders/class2/objects/fullbrightShinyV.glsl | 17 +++++++---- .../shaders/class2/objects/fullbrightV.glsl | 11 +++++--- .../shaders/class2/objects/shinyV.glsl | 17 +++++++---- .../shaders/class2/objects/simpleNonIndexedV.glsl | 31 ++++++++++++++++---- .../shaders/class2/objects/simpleV.glsl | 13 +++++---- .../shaders/class2/windlight/cloudsV.glsl | 6 ++-- .../shaders/class2/windlight/skyV.glsl | 3 +- .../shaders/class3/avatar/avatarV.glsl | 6 ++-- .../shaders/class3/deferred/giDownsampleV.glsl | 6 ++-- .../shaders/class3/deferred/giFinalV.glsl | 6 ++-- .../app_settings/shaders/class3/deferred/giV.glsl | 6 ++-- .../shaders/class3/deferred/luminanceV.glsl | 6 ++-- .../shaders/class3/deferred/postDeferredV.glsl | 6 ++-- .../shaders/class3/deferred/postgiV.glsl | 6 ++-- .../shaders/class3/deferred/softenLightV.glsl | 5 ++-- indra/newview/llviewershadermgr.cpp | 2 +- 93 files changed, 748 insertions(+), 283 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index ec1a813790..c98b99b15a 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -51,9 +53,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - gl_Position = gl_ProjectionMatrix * pos; - - //gl_Position = gl_ModelViewProjectionMatrix * position; + gl_Position = projection_matrix * pos; gl_FogFragCoord = length(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 31db10ae85..9a19fb928b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,12 +39,12 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index f07e5c124b..21a9e91bf5 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -41,5 +43,5 @@ void main() gl_FrontColor = diffuse_color; gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 2c2b58d59b..9deb9a701e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -21,7 +21,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec3 normal; @@ -86,14 +88,14 @@ void main() vec3 norm; mat4 trans = getObjectSkinnedTransform(); - trans = gl_ModelViewMatrix * trans; + trans = modelview_matrix * trans; pos = trans * vec4(position.xyz, 1.0); norm = position.xyz + normal.xyz; - norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); + norm = normalize(( trans*vec4(norojrm, 1.0) ).xyz-pos.xyz); - vec4 frag_pos = gl_ProjectionMatrix * pos; + vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 7a2f34ca1d..51e7c0780d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,6 +23,11 @@ * $/LicenseInfo$ */ +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -85,12 +90,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; @@ -126,7 +131,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * vert; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index e03615eebb..fc055e555d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 texture_matrix0; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -31,16 +35,16 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; gl_FrontColor = diffuse_color; - vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0); + vec4 p = projection_matrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); gl_Position = p; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index e15727f6f7..df4de4f432 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -96,7 +98,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - vec4 frag_pos = gl_ProjectionMatrix * pos; + vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 58efa47567..d5c20a22d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -34,10 +37,10 @@ varying vec3 vary_normal; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 543e998def..6835b9c021 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ - +uniform mat4 projection_matrix; mat4 getSkinnedTransform(); @@ -52,7 +52,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - pos = gl_ProjectionMatrix * pos; + pos = projection_matrix * pos; post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 66e9119e28..704845d310 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -54,7 +56,7 @@ void main() vary_normal = norm; - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 0168c40ae5..5339e38018 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 421299d4a7..cf93430217 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; @@ -36,11 +40,11 @@ mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; @@ -53,6 +57,6 @@ void main() vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index b724def93d..9ec31383ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; @@ -36,11 +40,11 @@ varying vec3 vary_mat2; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 n = normalize(gl_NormalMatrix * normal); - vec3 b = normalize(gl_NormalMatrix * binormal); + vec3 n = normalize(normal_matrix * normal); + vec3 b = normalize(normal_matrix * binormal); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 297b3904a6..67b5e7fb83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -60,7 +62,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index ff9578e253..37864578ec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -1,10 +1,31 @@ /** * @file diffuseNoColorV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -16,8 +37,8 @@ varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 02fb34af32..880a7ea0a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -22,7 +22,9 @@ * $/LicenseInfo$ */ - +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,11 +37,11 @@ mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -51,5 +53,5 @@ void main() gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 553cfff52f..e158df13f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec4 diffuse_color; @@ -35,11 +38,11 @@ varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); vary_texture_index = position.w; - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 9841943fe6..fccf8554d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -1,10 +1,31 @@ /** * @file emissiveV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute float emissive; @@ -23,12 +44,12 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 93571058dc..2759165471 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec4 diffuse_color; @@ -41,12 +45,12 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 1a23be349e..2766691bd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 28ba2c432d..645b0d793a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -30,8 +33,8 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 3f2e07cf08..dafc55a6ff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -34,7 +35,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 39e60b6cc8..1d54d7bede 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -31,7 +32,7 @@ varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index afaf58020b..cab9817583 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec4 vary_fragcoord; @@ -30,7 +32,7 @@ varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 74a9df64e0..b11f26fbae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = (pos.xy*0.5+0.5)*tc_scale; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index a3751be1fb..61c6393648 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index bbd7516337..f7bed00214 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -32,12 +35,12 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 1ac3dbd5de..190cac9e2c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec4 post_pos; @@ -30,7 +32,7 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 23171fe940..e97d3e0828 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -58,7 +60,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 4b6b3c242e..7d1e99b4aa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +33,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index dbd2b5595a..1fcb05ef2c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -31,7 +33,7 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index d19e67b67d..10751304ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 793106f2cf..7f84ef1cff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -48,12 +52,12 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = vec4(texcoord1,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index 42ce2f5226..c695d374ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -1,9 +1,30 @@ /** * @file treeShadowV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -13,11 +34,11 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 2ec7398024..45bfc0ce09 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform mat3 normal_matrix; attribute vec3 position; attribute vec3 normal; @@ -33,10 +36,10 @@ varying vec3 vary_normal; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 2f808b25db..ac51cb1741 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -50,7 +52,7 @@ void main() { //transform vertex vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = gl_ModelViewProjectionMatrix; + mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; @@ -69,7 +71,7 @@ void main() oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = gl_ModelViewMatrix * oPosition; + vary_position = modelview_matrix * oPosition; oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -81,7 +83,7 @@ void main() //push position for further horizon effect. pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; - pos = gl_ModelViewMatrix*pos; + pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index b5f6cb62d9..628489296f 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -23,13 +23,15 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); + gl_Position = modelview_projection_matrix * vec4(position, 1.0); gl_TexCoord[0].xy = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index e8fd7a796d..615ca6a0b4 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -30,7 +32,7 @@ uniform vec2 glowDelta; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); + gl_Position = modelview_projection_matrix * vec4(position, 1.0); gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 8facc1ca96..04b3033dd8 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -22,7 +22,15 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 texture_matrix2; +uniform mat4 texture_matrix3; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -51,17 +59,17 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * position; - vec3 norm = normalize(gl_NormalMatrix * normal); + vec4 pos = modelview_matrix * position; + vec3 norm = normalize(normal_matrix * normal); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); gl_FrontColor = color; - gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1); - gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); - gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1); + gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); + gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1); + gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); + gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 831a7de0ea..99433ada7b 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -46,7 +48,7 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex - mat4 modelViewProj = gl_ModelViewProjectionMatrix; + mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; @@ -77,7 +79,7 @@ void main() vec4 pos; pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; - pos = gl_ModelViewMatrix*pos; + pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index df67f76ad5..5bbc7deff0 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -30,7 +32,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index 2f64fdb7bc..cd3d090e52 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index f54876135e..bd5dd6046b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -1,17 +1,37 @@ /** * @file glowcombineFXAAV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_tc; void main() { - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = pos.xy*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index 303535ee31..94edbe5ab1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -22,14 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 1d312313a8..6bb5affd93 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -22,14 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 62fe4a2ce5..43dcd5dbe2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl index 7df45e90e6..615412c7a2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -2,9 +2,28 @@ * @file onetexturenocolorV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -12,7 +31,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); + gl_Position = modelview_projection_matrix * vec4(position, 1); gl_TexCoord[0] = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index be03d19290..45e6a9febc 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -29,7 +31,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_FrontColor = diffuse_color; gl_TexCoord[0] = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 085970f549..2b471d99e8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -22,14 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec4 diffuse_color; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index 80c57e7766..2a36feaa21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -30,7 +31,7 @@ attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index faef21689e..a9e42a432f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -31,8 +33,8 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position, 1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index 7d38e07d65..dccc692593 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -31,7 +34,7 @@ attribute vec2 texcoord1; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1 * vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 78668711ac..e2a00e8440 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -1,10 +1,31 @@ /** * @file emissiveSkinnedV.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute float emissive; @@ -16,18 +37,18 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; calcAtmospherics(pos.xyz); gl_FrontColor = vec4(0,0,0,emissive); - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 05d7cc397f..dedf00f374 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -1,10 +1,32 @@ /** * @file emissiveV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute float emissive; attribute vec2 texcoord0; @@ -17,10 +39,10 @@ void main() { //transform vertex vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); gl_FrontColor = vec4(0,0,0,emissive); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index 57d98038e0..b9c1078c30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -2,9 +2,31 @@ * @file fullbrightNoColorV.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 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec3 normal; @@ -15,9 +37,9 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index ebbcb2f719..546b7cad4a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -35,7 +39,7 @@ void main() { mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -45,14 +49,14 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index e8126daee0..a9b086e215 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -36,15 +41,15 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 276f423eea..f0722a1e4d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -22,6 +22,9 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -33,18 +36,18 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 159e34f044..d8f223d403 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -32,9 +36,9 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index f175e3e76d..69007610c6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -31,6 +33,6 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 555c59c37e..3771c2e795 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -2,9 +2,32 @@ * @file previewV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -15,11 +38,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index f0bea5f3e7..7e5c8ca2d5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -22,6 +22,11 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -35,7 +40,7 @@ void main() { mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -45,13 +50,13 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index e8b6b71b3d..da47f8a58a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -35,10 +40,10 @@ uniform vec4 origin; void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); @@ -46,7 +51,7 @@ void main() vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0*vec4(ref,1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 54c262885e..d1d8126cb4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -2,9 +2,32 @@ * @file simpleNoColorV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -15,11 +38,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 14c4a3aa8d..bf083a55c4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -34,11 +38,11 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -51,7 +55,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index bbc170b1af..87ece3972e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -34,11 +39,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 1e9e7f4b0b..64ca63731b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -2,10 +2,31 @@ * @file treeV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -19,12 +40,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix*vert; + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index c0065f0bbe..43e19909d4 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,11 +39,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 501fcb004b..df4d26997a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -21,6 +21,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -79,15 +84,15 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position, 1.0)).xyz; - gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); + gl_Position = projection_matrix * vec4(pos, 1.0); vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; @@ -128,7 +133,7 @@ void main() gl_FogFragCoord = pos.z; - pos.xyz = (gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0)).xyz; + pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index b0ae0107fb..996203ffd6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -84,12 +89,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; @@ -123,7 +128,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * vert; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index f35af53f95..3e35675784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -99,7 +100,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 964f12afcf..1f5470db3c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index e52edcba41..424299269f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -33,7 +34,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 2cf7375d4d..60ba2d7ad4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index 556e131d34..4fd4b101ff 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -34,7 +35,7 @@ uniform float blurWidth; void main(void) { // Transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index fbb87b6578..d3c93ab05f 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -32,7 +33,7 @@ attribute vec2 texcoord1; void main(void) { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 1a7edbd61b..69f4d4ae45 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -52,10 +56,10 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); @@ -67,7 +71,7 @@ void main() gl_FrontColor = color; // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = vec4(texcoord1,0,1); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 8a88957659..b9eff87a13 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; void calcAtmospherics(vec3 inPositionEye); @@ -41,14 +46,14 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index f5ff1d1d00..b7f7af7885 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -39,9 +42,9 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index d6fca4cda7..4511c4bc91 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -42,14 +47,14 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index d2a83c9724..5f78495ae3 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -2,10 +2,31 @@ * @file simpleNonIndexedV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -20,12 +41,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix*vert; + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index c2db1e1949..91ee5e016e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -22,8 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -40,13 +43,13 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 297b3904a6..67b5e7fb83 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -60,7 +62,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 84e1f827d6..50fdba64c2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -59,7 +60,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index f1d06b4fec..c10635c898 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -123,7 +125,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; gl_TexCoord[2] = vec4(pos.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 870d4c36bc..5e75aec171 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 76206f88d9..969b6e2f1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 1a23be349e..2766691bd0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index a2606f2fb2..d0205fa824 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -33,7 +35,7 @@ attribute vec4 diffuse_color; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d0b60d513..2d7fa22edc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index 25bdfdce45..e9c6f3e27b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 9e07a4d219..8e405de9a3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -34,7 +35,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 917462c1ee..7155311f8e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -380,7 +380,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("lastNormalGIMap"); mReservedUniforms.push_back("lastMinpGIMap"); mReservedUniforms.push_back("lastMaxpGIMap"); - + mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); -- cgit v1.2.3 From 24ae2fb5af52d7128e79a0f63afce9a8db1123eb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 16:38:31 -0500 Subject: SH-2243 work in progress -- don't use built-in GL light state when shaders are available. --- .../shaders/class1/deferred/alphaSkinnedV.glsl | 21 +++++++---- .../shaders/class1/deferred/alphaV.glsl | 25 ++++++++----- .../shaders/class1/deferred/avatarAlphaV.glsl | 19 ++++++---- .../shaders/class1/lighting/lightSpecularV.glsl | 8 ++-- .../shaders/class1/lighting/lightV.glsl | 8 ++-- .../class1/lighting/sumLightsSpecularV.glsl | 7 +++- .../shaders/class1/lighting/sumLightsV.glsl | 7 ++-- .../class1/windlight/atmosphericsHelpersV.glsl | 8 ++-- .../shaders/class2/deferred/alphaSkinnedV.glsl | 23 +++++++----- .../shaders/class2/deferred/alphaV.glsl | 26 ++++++++----- .../shaders/class2/deferred/avatarAlphaV.glsl | 23 +++++++----- .../class2/lighting/sumLightsSpecularV.glsl | 13 ++++--- .../shaders/class2/lighting/sumLightsV.glsl | 15 +++++--- .../class3/lighting/sumLightsSpecularV.glsl | 22 ++++++----- .../shaders/class3/lighting/sumLightsV.glsl | 23 ++++++++---- indra/newview/llviewerdisplay.cpp | 11 ++++-- indra/newview/llviewerwindow.cpp | 5 ++- indra/newview/pipeline.cpp | 43 ++++++++++++++-------- 18 files changed, 190 insertions(+), 117 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 9deb9a701e..9d2c009d2a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -50,6 +50,11 @@ varying vec3 vary_pointlight_col; uniform float near_clip; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -106,13 +111,13 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); @@ -121,7 +126,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 51e7c0780d..490ac7c067 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -55,6 +55,11 @@ uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -97,8 +102,8 @@ void main() vec3 norm = normalize(normal_matrix * normal); - float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); - vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); + vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); @@ -106,12 +111,12 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); vary_pointlight_col = col.rgb*diffuse_color.rgb; @@ -120,10 +125,10 @@ void main() // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_light = gl_LightSource[0].position.xyz; + vary_light = light_position[0].xyz; vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); col.rgb = col.rgb*diffuse_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index df4de4f432..16f2b889f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -49,6 +49,11 @@ varying vec3 vary_pointlight_col; uniform float near_clip; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -108,12 +113,12 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); vary_pointlight_col = col.rgb; @@ -123,7 +128,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb; - vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); col.rgb = min(col.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index 4a59b8245d..bf6ed5988e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -24,6 +24,8 @@ */ +uniform vec4 light_position[8]; +uniform vec3 light_diffuse[8]; float calcDirectionalLight(vec3 n, vec3 l); @@ -34,10 +36,10 @@ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularCo vec4 col; col.a = color.a; - col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb; + col.rgb = baseCol.rgb; //need ambient? - col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); + col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 742cb38d80..79e2207932 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -24,6 +24,8 @@ */ +uniform vec4 light_position[8]; +uniform vec3 light_diffuse[8]; float calcDirectionalLight(vec3 n, vec3 l); @@ -32,10 +34,10 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) vec4 col; col.a = color.a; - col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb; + col.rgb = baseLight.rgb; //need ambient? - col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); + col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 3e0815226c..dcd405716c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -31,6 +31,9 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col; @@ -42,10 +45,10 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor /// collect all the specular values from each calcXXXLightSpecular() function vec4 specularSum = vec4(0.0); - col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0); + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); col.rgb = min(col.rgb * color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index c271dbcd18..41288c21c1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -23,7 +23,8 @@ * $/LicenseInfo$ */ - +uniform vec4 light_position[8]; +uniform vec3 light_diffuse[8]; float calcDirectionalLight(vec3 n, vec3 l); @@ -36,10 +37,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) vec4 col; col.a = color.a; - col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 15738e37e8..9aa583afa1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -23,21 +23,21 @@ * $/LicenseInfo$ */ - +uniform vec3 light_diffuse[8]; vec3 atmosAmbient(vec3 light) { - return gl_LightModel.ambient.rgb + light; + return light; //need ambient? } vec3 atmosAffectDirectionalLight(float lightIntensity) { - return gl_LightSource[0].diffuse.rgb * lightIntensity; + return light_diffuse[0].rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return gl_LightSource[0].diffuse.rgb; + return light_diffuse[0].rgb; } vec3 scaleDownLight(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index df4d26997a..c3148d5fdf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -52,6 +52,11 @@ uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -101,8 +106,8 @@ void main() vec3 norm = n.xyz; - float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); - vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); + vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); @@ -110,12 +115,12 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); vary_pointlight_col = col.rgb*diffuse_color.rgb; @@ -125,7 +130,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 996203ffd6..8d55616e67 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -54,6 +54,11 @@ uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -96,22 +101,23 @@ void main() vec3 norm = normalize(normal_matrix * normal); - float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); - vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); + vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + // Collect normal lights + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); + vary_pointlight_col = col.rgb*diffuse_color.rgb; col.rgb = vec3(0,0,0); @@ -120,7 +126,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); col.rgb = col.rgb*diffuse_color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 3e35675784..0273f3c121 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -51,6 +51,11 @@ uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -102,20 +107,20 @@ void main() gl_Position = projection_matrix * pos; - float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); - vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); + vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // Collect normal lights - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); vary_pointlight_col = col.rgb; @@ -125,7 +130,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb; - vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); col.rgb = min(col.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index d0a12479db..3acf9fe883 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -33,6 +33,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); @@ -43,15 +47,14 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb); - //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb); + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); col.rgb = min(col.rgb*color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 55dfab2aa1..c9987ef3b9 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -30,21 +30,26 @@ vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + 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); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseLight.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index 79bd017efc..e043ac873e 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ - - float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); @@ -33,6 +31,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); @@ -43,18 +45,18 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb); + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); col.rgb = min(col.rgb*color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index c31afb6268..dadff40933 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -32,22 +32,29 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + + // Collect normal lights + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z); + col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); col.rgb += atmosAmbient(baseLight.rgb); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 5f4156732e..22f4db56dd 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -522,10 +522,13 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // Slam lighting parameters back to our defaults. // Note that these are not the same as GL defaults... - stop_glerror(); - F32 one[4] = {1.f, 1.f, 1.f, 1.f}; - glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one); - stop_glerror(); + if (!LLGLSLShader::sNoFixedFunction) + { + stop_glerror(); + F32 one[4] = {1.f, 1.f, 1.f, 1.f}; + glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one); + stop_glerror(); + } ///////////////////////////////////// // diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 010bcfb125..cd9dc461d5 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1725,7 +1725,10 @@ void LLViewerWindow::initGLDefaults() // lights for objects glShadeModel( GL_SMOOTH ); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); + } gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 60d504e948..ebad1f77c4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4824,8 +4824,6 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) { assertInitialized(); - gGL.syncMatrices(); - if (for_edit) { LLColor4 diffuse(1.f, 1.f, 1.f, 0.f); @@ -5054,11 +5052,13 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) void LLPipeline::setupHWLights(LLDrawPool* pool) { assertInitialized(); - gGL.syncMatrices(); - + // Ambient - LLColor4 ambient = gSky.getTotalAmbientColor(); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + LLColor4 ambient = gSky.getTotalAmbientColor(); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + } // Light 0 = Sun or Moon (All objects) { @@ -5282,11 +5282,15 @@ void LLPipeline::enableLights(U32 mask) { glDisable(GL_LIGHTING); } - stop_glerror(); mLightMask = mask; - LLColor4 ambient = gSky.getTotalAmbientColor(); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); stop_glerror(); + + if (!LLGLSLShader::sNoFixedFunction) + { + LLColor4 ambient = gSky.getTotalAmbientColor(); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + } + } } @@ -5335,11 +5339,12 @@ void LLPipeline::enableLightsPreview() { disableLights(); - gGL.syncMatrices(); - - glEnable(GL_LIGHTING); - LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHTING); + LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + } LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); @@ -5398,7 +5403,10 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) setupAvatarLights(TRUE); enableLights(mask); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); + } } void LLPipeline::enableLightsFullbright(const LLColor4& color) @@ -5407,7 +5415,10 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) U32 mask = 0x1000; // Non-0 mask, set ambient enableLights(mask); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); + } } void LLPipeline::disableLights() -- cgit v1.2.3 From 10d92237adca8bffc82c887dbd37b988602b2d59 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Thu, 15 Sep 2011 16:39:46 -0700 Subject: * Re-enabling outbox --- indra/newview/llinventorybridge.cpp | 2 +- indra/newview/llsidepanelinventory.cpp | 2 +- indra/newview/llviewermedia.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index a36aa3dedf..5482b07ce5 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -71,7 +71,7 @@ #include "llwearablelist.h" // Marketplace outbox current disabled -#define ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU 0 // keep in sync with ENABLE_INVENTORY_DISPLAY_OUTBOX, ENABLE_MERCHANT_OUTBOX_PANEL +#define ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU 1 // keep in sync with ENABLE_INVENTORY_DISPLAY_OUTBOX, ENABLE_MERCHANT_OUTBOX_PANEL typedef std::pair two_uuids_t; typedef std::list two_uuids_list_t; diff --git a/indra/newview/llsidepanelinventory.cpp b/indra/newview/llsidepanelinventory.cpp index bd62b5c101..ec1de4af21 100644 --- a/indra/newview/llsidepanelinventory.cpp +++ b/indra/newview/llsidepanelinventory.cpp @@ -68,7 +68,7 @@ static LLRegisterPanelClassWrapper t_inventory("sidepanel_ #define AUTO_EXPAND_INBOX 0 // Temporarily disabling the outbox until we straighten out the API -#define ENABLE_MERCHANT_OUTBOX_PANEL 0 // keep in sync with ENABLE_INVENTORY_DISPLAY_OUTBOX, ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU +#define ENABLE_MERCHANT_OUTBOX_PANEL 1 // keep in sync with ENABLE_INVENTORY_DISPLAY_OUTBOX, ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU static const char * const INBOX_BUTTON_NAME = "inbox_btn"; static const char * const OUTBOX_BUTTON_NAME = "outbox_btn"; diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index 13dbc5e386..e7f05dcaa3 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -1368,7 +1368,7 @@ void LLViewerMedia::removeCookie(const std::string &name, const std::string &dom // This is defined in two files but I don't want to create a dependence between this and llsidepanelinventory // just to be able to temporarily disable the outbox. -#define ENABLE_INVENTORY_DISPLAY_OUTBOX 0 // keep in sync with ENABLE_MERCHANT_OUTBOX_PANEL, ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU +#define ENABLE_INVENTORY_DISPLAY_OUTBOX 1 // keep in sync with ENABLE_MERCHANT_OUTBOX_PANEL, ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU class LLInventoryUserStatusResponder : public LLHTTPClient::Responder { -- cgit v1.2.3 From da84f5552731e1ece3a463c4c385bb327f1048a1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 12:40:53 -0500 Subject: SH-2243 work in progress -- don't use deprecated shader state --- .../shaders/class1/avatar/avatarSkinV.glsl | 2 +- .../shaders/class1/avatar/avatarV.glsl | 16 ++++++---- .../shaders/class1/avatar/eyeballV.glsl | 15 ++++++---- .../shaders/class1/avatar/objectSkinV.glsl | 2 +- .../shaders/class1/avatar/pickAvatarF.glsl | 5 ++-- .../shaders/class1/avatar/pickAvatarV.glsl | 13 ++++---- .../shaders/class1/deferred/alphaF.glsl | 17 ++++++----- .../shaders/class1/deferred/alphaNonIndexedF.glsl | 16 +++++----- .../class1/deferred/alphaNonIndexedNoColorF.glsl | 33 +++++++++++++++----- .../shaders/class1/deferred/alphaSkinnedV.glsl | 29 ++++++++++-------- .../shaders/class1/deferred/alphaV.glsl | 31 ++++++++++--------- .../shaders/class1/deferred/attachmentShadowF.glsl | 4 ++- .../shaders/class1/deferred/attachmentShadowV.glsl | 13 ++++---- .../shaders/class1/deferred/avatarAlphaV.glsl | 25 +++++++++------- .../shaders/class1/deferred/avatarEyesV.glsl | 16 +++++----- .../shaders/class1/deferred/avatarF.glsl | 5 ++-- .../shaders/class1/deferred/avatarShadowF.glsl | 2 +- .../shaders/class1/deferred/avatarShadowV.glsl | 11 +++---- .../shaders/class1/deferred/avatarV.glsl | 13 ++++---- .../shaders/class1/deferred/blurLightF.glsl | 2 +- .../shaders/class1/deferred/blurLightV.glsl | 4 +-- .../shaders/class1/deferred/bumpF.glsl | 17 ++++++----- .../shaders/class1/deferred/bumpSkinnedV.glsl | 22 +++++++------- .../shaders/class1/deferred/bumpV.glsl | 22 +++++++------- .../shaders/class1/deferred/cloudsF.glsl | 19 +++++++----- .../shaders/class1/deferred/cloudsV.glsl | 35 ++++++++++++---------- .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 6 ++-- .../class1/deferred/diffuseAlphaMaskIndexedF.glsl | 7 +++-- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 25 ++++++++++++++-- .../shaders/class1/deferred/diffuseF.glsl | 10 ++++--- .../shaders/class1/deferred/diffuseIndexedF.glsl | 10 ++++--- .../shaders/class1/deferred/diffuseNoColorV.glsl | 13 ++++---- .../shaders/class1/deferred/diffuseSkinnedV.glsl | 16 +++++----- .../shaders/class1/deferred/diffuseV.glsl | 18 ++++++----- .../shaders/class1/deferred/emissiveF.glsl | 24 +++++++++++++-- .../shaders/class1/deferred/emissiveV.glsl | 17 ++++++----- .../shaders/class1/deferred/fullbrightF.glsl | 5 +++- .../shaders/class1/deferred/fullbrightV.glsl | 17 ++++++----- .../app_settings/shaders/class1/deferred/giF.glsl | 2 +- .../app_settings/shaders/class1/deferred/giV.glsl | 12 ++++---- .../shaders/class1/deferred/impostorF.glsl | 8 +++-- .../shaders/class1/deferred/impostorV.glsl | 13 ++++---- .../shaders/class1/deferred/luminanceF.glsl | 2 +- .../shaders/class1/deferred/luminanceV.glsl | 9 +++--- .../shaders/class1/deferred/multiPointLightF.glsl | 2 +- .../shaders/class1/deferred/multiPointLightV.glsl | 4 +-- .../shaders/class1/deferred/multiSpotLightF.glsl | 2 +- .../shaders/class1/deferred/pointLightF.glsl | 2 +- .../shaders/class1/deferred/pointLightV.glsl | 4 +-- .../shaders/class1/deferred/postDeferredF.glsl | 4 +-- .../class1/deferred/postDeferredNoDoFF.glsl | 4 +-- .../class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 2 +- .../class1/deferred/postDeferredNoFXAAF.glsl | 2 +- .../shaders/class1/deferred/postDeferredV.glsl | 6 ++-- .../shaders/class1/deferred/postgiF.glsl | 2 +- .../shaders/class1/deferred/postgiV.glsl | 4 +-- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 6 ++-- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 14 +++++---- .../shaders/class1/deferred/shadowF.glsl | 2 +- .../shaders/class1/deferred/shadowV.glsl | 4 +-- .../app_settings/shaders/class1/deferred/skyF.glsl | 2 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 9 +++--- .../shaders/class1/deferred/softenLightF.glsl | 2 +- .../shaders/class1/deferred/softenLightV.glsl | 4 +-- .../shaders/class1/deferred/spotLightF.glsl | 2 +- .../shaders/class1/deferred/starsF.glsl | 5 ++-- .../shaders/class1/deferred/starsV.glsl | 13 ++++---- .../shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- .../shaders/class1/deferred/sunLightV.glsl | 4 +-- .../shaders/class1/deferred/terrainF.glsl | 18 ++++++----- .../shaders/class1/deferred/terrainV.glsl | 26 +++++++++------- .../shaders/class1/deferred/treeF.glsl | 8 +++-- .../shaders/class1/deferred/treeShadowF.glsl | 25 ++++++++++++++-- .../shaders/class1/deferred/treeShadowV.glsl | 9 +++--- .../shaders/class1/deferred/treeV.glsl | 14 +++++---- .../shaders/class1/deferred/waterF.glsl | 8 ++--- .../shaders/class1/deferred/waterV.glsl | 10 +++---- .../shaders/class1/effects/glowExtractF.glsl | 4 ++- .../shaders/class1/effects/glowExtractMSF.glsl | 4 ++- .../shaders/class1/effects/glowExtractV.glsl | 7 +++-- .../app_settings/shaders/class1/effects/glowF.glsl | 21 ++++++++----- .../app_settings/shaders/class1/effects/glowV.glsl | 25 +++++++++------- .../shaders/class1/environment/terrainF.glsl | 13 +++++--- .../shaders/class1/environment/terrainV.glsl | 34 +++++++++++++-------- .../shaders/class1/environment/terrainWaterF.glsl | 13 +++++--- .../shaders/class1/environment/underWaterF.glsl | 6 ++-- .../shaders/class1/environment/waterF.glsl | 6 ++-- .../shaders/class1/environment/waterFogF.glsl | 7 +++-- .../shaders/class1/environment/waterV.glsl | 8 ++--- .../shaders/class1/interface/customalphaF.glsl | 5 +++- .../shaders/class1/interface/customalphaV.glsl | 12 ++++---- .../shaders/class1/interface/debugV.glsl | 2 +- .../shaders/class1/interface/glowcombineF.glsl | 7 +++-- .../shaders/class1/interface/glowcombineFXAAF.glsl | 22 ++++++++++++-- .../shaders/class1/interface/glowcombineFXAAV.glsl | 4 +-- .../shaders/class1/interface/glowcombineV.glsl | 13 ++++---- .../shaders/class1/interface/highlightF.glsl | 4 ++- .../shaders/class1/interface/highlightV.glsl | 8 +++-- .../shaders/class1/interface/occlusionV.glsl | 2 +- .../class1/interface/onetexturenocolorF.glsl | 24 +++++++++++++-- .../class1/interface/onetexturenocolorV.glsl | 7 +++-- .../shaders/class1/interface/solidcolorF.glsl | 7 +++-- .../shaders/class1/interface/solidcolorV.glsl | 13 ++++---- .../class1/interface/splattexturerectF.glsl | 5 +++- .../class1/interface/splattexturerectV.glsl | 13 ++++---- .../shaders/class1/interface/twotextureaddF.glsl | 5 +++- .../shaders/class1/interface/twotextureaddV.glsl | 13 ++++---- .../app_settings/shaders/class1/interface/uiF.glsl | 5 +++- .../app_settings/shaders/class1/interface/uiV.glsl | 12 ++++---- .../shaders/class1/lighting/lightF.glsl | 5 ++-- .../shaders/class1/lighting/lightFullbrightF.glsl | 4 ++- .../class1/lighting/lightFullbrightShinyF.glsl | 4 ++- .../lighting/lightFullbrightShinyWaterF.glsl | 4 ++- .../class1/lighting/lightFullbrightWaterF.glsl | 4 ++- .../shaders/class1/lighting/lightShinyF.glsl | 5 ++-- .../shaders/class1/lighting/lightShinyWaterF.glsl | 5 ++-- .../shaders/class1/lighting/lightWaterF.glsl | 5 ++-- .../app_settings/shaders/class1/objects/bumpF.glsl | 7 +++-- .../app_settings/shaders/class1/objects/bumpV.glsl | 13 ++++---- .../shaders/class1/objects/emissiveSkinnedV.glsl | 16 ++++++---- .../shaders/class1/objects/emissiveV.glsl | 18 ++++++----- .../shaders/class1/objects/fullbrightNoColorV.glsl | 16 ++++++---- .../class1/objects/fullbrightShinySkinnedV.glsl | 21 ++++++++----- .../shaders/class1/objects/fullbrightShinyV.glsl | 21 ++++++++----- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 16 ++++++---- .../shaders/class1/objects/fullbrightV.glsl | 16 ++++++---- .../shaders/class1/objects/impostorF.glsl | 4 ++- .../shaders/class1/objects/impostorV.glsl | 8 +++-- .../shaders/class1/objects/previewV.glsl | 16 ++++++---- .../class1/objects/shinySimpleSkinnedV.glsl | 18 ++++++----- .../shaders/class1/objects/shinyV.glsl | 18 ++++++----- .../shaders/class1/objects/simpleNoColorV.glsl | 16 ++++++---- .../shaders/class1/objects/simpleSkinnedV.glsl | 18 ++++++----- .../shaders/class1/objects/simpleV.glsl | 18 ++++++----- .../app_settings/shaders/class1/objects/treeV.glsl | 16 ++++++---- .../class1/windlight/atmosphericsVarsF.glsl | 2 +- .../class1/windlight/atmosphericsVarsV.glsl | 2 +- .../shaders/class2/avatar/eyeballV.glsl | 18 ++++++----- .../shaders/class2/deferred/alphaF.glsl | 19 +++++++----- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 18 ++++++----- .../class2/deferred/alphaNonIndexedNoColorF.glsl | 33 +++++++++++++++----- .../shaders/class2/deferred/alphaSkinnedV.glsl | 28 +++++++++-------- .../shaders/class2/deferred/alphaV.glsl | 29 ++++++++++-------- .../shaders/class2/deferred/avatarAlphaV.glsl | 25 +++++++++------- .../shaders/class2/deferred/edgeF.glsl | 2 +- .../shaders/class2/deferred/edgeMSF.glsl | 2 +- .../shaders/class2/deferred/edgeV.glsl | 4 +-- .../shaders/class2/deferred/multiSpotLightF.glsl | 2 +- .../shaders/class2/deferred/multiSpotLightMSF.glsl | 14 +++++---- .../shaders/class2/deferred/softenLightF.glsl | 2 +- .../shaders/class2/deferred/softenLightMSF.glsl | 4 +-- .../shaders/class2/deferred/softenLightV.glsl | 4 +-- .../shaders/class2/deferred/spotLightF.glsl | 14 +++++---- .../shaders/class2/deferred/spotLightMSF.glsl | 14 +++++---- .../shaders/class2/deferred/sunLightF.glsl | 12 ++++---- .../shaders/class2/deferred/sunLightMSF.glsl | 14 ++++----- .../shaders/class2/deferred/sunLightSSAOF.glsl | 12 ++++---- .../shaders/class2/deferred/sunLightSSAOMSF.glsl | 14 ++++----- .../shaders/class2/deferred/sunLightV.glsl | 4 +-- .../app_settings/shaders/class2/effects/blurF.glsl | 26 +--------------- .../app_settings/shaders/class2/effects/blurV.glsl | 33 +------------------- .../shaders/class2/effects/colorFilterF.glsl | 2 +- .../shaders/class2/effects/drawQuadV.glsl | 10 +++---- .../shaders/class2/effects/extractF.glsl | 2 +- .../shaders/class2/effects/nightVisionF.glsl | 7 +++-- .../shaders/class2/effects/simpleF.glsl | 4 ++- .../shaders/class2/environment/terrainF.glsl | 19 +++++++----- .../shaders/class2/environment/terrainV.glsl | 26 +++++++++------- .../shaders/class2/environment/terrainWaterF.glsl | 20 +++++++------ .../shaders/class2/environment/underWaterF.glsl | 6 ++-- .../shaders/class2/environment/waterF.glsl | 6 ++-- .../shaders/class2/lighting/lightAlphaMaskF.glsl | 5 +++- .../class2/lighting/lightAlphaMaskNonIndexedF.glsl | 5 +++- .../shaders/class2/lighting/lightF.glsl | 5 ++-- .../class2/lighting/lightFullbrightAlphaMaskF.glsl | 5 +++- .../shaders/class2/lighting/lightFullbrightF.glsl | 5 ++-- .../lightFullbrightNonIndexedAlphaMaskF.glsl | 5 +++- .../lighting/lightFullbrightNonIndexedF.glsl | 5 ++-- .../class2/lighting/lightFullbrightShinyF.glsl | 14 +++++---- .../lighting/lightFullbrightShinyNonIndexedF.glsl | 14 +++++---- .../lighting/lightFullbrightShinyWaterF.glsl | 14 +++++---- .../lightFullbrightShinyWaterNonIndexedF.glsl | 14 +++++---- .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 5 +++- .../class2/lighting/lightFullbrightWaterF.glsl | 5 ++-- .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 5 +++- .../lighting/lightFullbrightWaterNonIndexedF.glsl | 4 ++- .../shaders/class2/lighting/lightNonIndexedF.glsl | 5 ++-- .../shaders/class2/lighting/lightShinyF.glsl | 14 +++++---- .../class2/lighting/lightShinyNonIndexedF.glsl | 15 +++++----- .../shaders/class2/lighting/lightShinyWaterF.glsl | 14 +++++---- .../lighting/lightShinyWaterNonIndexedF.glsl | 14 +++++---- .../class2/lighting/lightWaterAlphaMaskF.glsl | 5 +++- .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 5 +++- .../shaders/class2/lighting/lightWaterF.glsl | 4 ++- .../class2/lighting/lightWaterNonIndexedF.glsl | 4 ++- .../shaders/class2/objects/fullbrightShinyV.glsl | 23 ++++++++------ .../shaders/class2/objects/fullbrightV.glsl | 19 +++++++----- .../shaders/class2/objects/shinyV.glsl | 23 ++++++++------ .../shaders/class2/objects/simpleNonIndexedV.glsl | 18 ++++++----- .../shaders/class2/objects/simpleV.glsl | 19 +++++++----- .../shaders/class2/windlight/atmosphericsV.glsl | 6 ++-- .../class2/windlight/atmosphericsVarsF.glsl | 10 +++---- .../class2/windlight/atmosphericsVarsV.glsl | 10 +++---- .../shaders/class2/windlight/cloudsF.glsl | 18 ++++++----- .../shaders/class2/windlight/cloudsV.glsl | 34 +++++++++++---------- .../shaders/class2/windlight/skyF.glsl | 2 +- .../shaders/class2/windlight/skyV.glsl | 9 +++--- .../shaders/class3/avatar/avatarV.glsl | 17 ++++++----- .../shaders/class3/deferred/giDownsampleF.glsl | 2 +- .../shaders/class3/deferred/giDownsampleV.glsl | 4 +-- .../app_settings/shaders/class3/deferred/giF.glsl | 2 +- .../shaders/class3/deferred/giFinalF.glsl | 2 +- .../shaders/class3/deferred/giFinalV.glsl | 4 +-- .../app_settings/shaders/class3/deferred/giV.glsl | 11 +++---- .../shaders/class3/deferred/luminanceF.glsl | 2 +- .../shaders/class3/deferred/luminanceV.glsl | 9 +++--- .../shaders/class3/deferred/postDeferredF.glsl | 2 +- .../shaders/class3/deferred/postDeferredV.glsl | 4 +-- .../shaders/class3/deferred/postgiF.glsl | 2 +- .../shaders/class3/deferred/postgiV.glsl | 4 +-- .../shaders/class3/deferred/softenLightF.glsl | 4 +-- .../shaders/class3/deferred/softenLightV.glsl | 8 ++--- .../shaders/class3/deferred/treeF.glsl | 8 +++-- indra/newview/lldrawpoolterrain.cpp | 11 ++++--- 224 files changed, 1431 insertions(+), 970 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index dca96910f2..bc63d07d72 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@ */ -attribute vec4 weight; +ATTRIBUTE vec4 weight; uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index c98b99b15a..cf939e2df8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,9 +25,13 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -35,7 +39,7 @@ void calcAtmospherics(vec3 inPositionEye); void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; @@ -55,12 +59,12 @@ void main() gl_Position = projection_matrix * pos; - gl_FogFragCoord = length(pos.xyz); + fog_depth = length(pos.xyz); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); - gl_FrontColor = color; + vertex_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 9a19fb928b..82db15c3ae 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,10 +28,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +44,7 @@ void main() //transform vertex vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); @@ -50,7 +53,7 @@ void main() vec4 specular = vec4(1.0); vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); - gl_FrontColor = color; + vertex_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 6fef303723..43ed41a205 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,7 +24,7 @@ -attribute vec4 weight4; +ATTRIBUTE vec4 weight4; uniform mat4 matrixPalette[32]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 374808c091..a64f6ea55c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -23,11 +23,12 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a); + gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); } diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index 21a9e91bf5..78b5328c9a 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -25,9 +25,12 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; mat4 getSkinnedTransform(); @@ -41,7 +44,7 @@ void main() pos.z = dot(trans[2], pos_in); pos.w = 1.0; - gl_FrontColor = diffuse_color; - gl_TexCoord[0] = vec4(texcoord0,0,1); + vertex_color = diffuse_color; + vary_texcoord0 = texcoord0; gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 19de0c0b39..23142a3516 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -38,11 +38,14 @@ uniform vec2 screen_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform mat4 inv_proj; @@ -66,9 +69,9 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= diffuseLookup(gl_TexCoord[0].xy); + vec4 diff= diffuseLookup(vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index d4f56896cf..332bc9c262 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -38,11 +38,13 @@ uniform vec2 screen_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; uniform mat4 inv_proj; @@ -66,9 +68,9 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index 5d1306bfc9..e8a2318f39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -1,7 +1,25 @@ /** * @file alphaNonIndexedNoColorF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -19,11 +37,12 @@ uniform vec2 screen_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; uniform mat4 inv_proj; @@ -47,7 +66,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 9d2c009d2a..e5899872db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -25,10 +25,10 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getObjectSkinnedTransform(); @@ -41,12 +41,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_normal; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; @@ -87,7 +90,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; @@ -130,9 +133,9 @@ void main() col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 490ac7c067..9920caf7f6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -28,10 +28,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -43,13 +43,16 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_light; -varying vec3 vary_pointlight_col; -varying float vary_texture_index; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_light; +VARYING vec3 vary_pointlight_col; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; uniform float shadow_offset; @@ -98,7 +101,7 @@ void main() vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); @@ -132,9 +135,9 @@ void main() col.rgb = col.rgb*diffuse_color.rgb; - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 0c930848e5..40fa59b637 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -26,10 +26,12 @@ uniform sampler2D diffuseMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); + //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a); gl_FragColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index fc055e555d..533babf3dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -26,23 +26,26 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 texture_matrix0; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; vec4 p = projection_matrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 16f2b889f8..12e88ca5dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -25,9 +25,9 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; @@ -86,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; @@ -132,9 +135,9 @@ void main() col.rgb = min(col.rgb, 1.0); - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index d5c20a22d9..01ffb862f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,20 +27,22 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_normal = normalize(normal_matrix * normal); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index a006b81ef7..b1fc9da855 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -27,11 +27,12 @@ uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; void main() { - vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); if (diff.a < 0.2) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index ba3cc82b39..c9386062c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -27,7 +27,7 @@ uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 6835b9c021..525acbe4ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,15 +27,16 @@ uniform mat4 projection_matrix; mat4 getSkinnedTransform(); -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 704845d310..1bd8fee7c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,19 +25,20 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; mat4 getSkinnedTransform(); -attribute vec4 weight; +ATTRIBUTE vec4 weight; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3609cc054b..e0a25b505a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -37,7 +37,7 @@ uniform vec2 delta; uniform vec3 kern[4]; uniform float kern_scale; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 5339e38018..212f7e56ad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 429a891f07..379420a8a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -28,22 +28,25 @@ uniform sampler2D diffuseMap; uniform sampler2D bumpMap; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; - vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0; + vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; + vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), dot(norm,vary_mat2)); gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = gl_Color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested + 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); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index cf93430217..6c205074b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -26,21 +26,23 @@ uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec2 texcoord2; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord2; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -58,5 +60,5 @@ void main() vary_mat2 = vec3(t.z, b.z, n.z); gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 9ec31383ac..c8d38bb8f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,21 +27,23 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec3 binormal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 n = normalize(normal_matrix * normal); vec3 b = normalize(normal_matrix * binormal); @@ -51,5 +53,5 @@ void main() vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index f4310dae95..127136a12c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -29,15 +29,20 @@ // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { //soft clip effect: @@ -50,14 +55,14 @@ vec3 scaleSoftClip(vec3 light) { void main() { // Set variables - vec2 uv1 = gl_TexCoord[0].xy; - vec2 uv2 = gl_TexCoord[1].xy; + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; vec4 cloudColorSun = vary_CloudColorSun; vec4 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; - vec2 uv3 = gl_TexCoord[2].xy; - vec2 uv4 = gl_TexCoord[3].xy; + vec2 uv3 = vary_texcoord2.xy; + vec2 uv4 = vary_texcoord3.xy; // Offset texture coords uv1 += cloud_pos_density1.xy; //large texture, visible density diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 67b5e7fb83..64e094e3c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,17 +25,22 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; // Inputs uniform vec3 camPosLocal; @@ -64,7 +69,7 @@ void main() // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -163,17 +168,17 @@ void main() // Texture coords - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_TexCoord[0].xy -= 0.5; - gl_TexCoord[0].xy /= cloud_scale.x; - gl_TexCoord[0].xy += 0.5; + vary_texcoord0 = texcoord0; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy += 0.5; - gl_TexCoord[1] = gl_TexCoord[0]; - gl_TexCoord[1].x += lightnorm.x * 0.0125; - gl_TexCoord[1].y += lightnorm.z * 0.0125; + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; - gl_TexCoord[2] = gl_TexCoord[0] * 16.; - gl_TexCoord[3] = gl_TexCoord[1] * 16.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index e1dc1de0af..51d67d2790 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -29,11 +29,13 @@ uniform float maximum_alpha; uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; if (col.a < minimum_alpha || col.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index f3ad6f92de..8868d33705 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -23,14 +23,17 @@ * $/LicenseInfo$ */ -varying vec3 vary_normal; +VARYING vec3 vary_normal; uniform float minimum_alpha; uniform float maximum_alpha; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void main() { - vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (col.a < minimum_alpha || col.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index dfc1b52c2e..2f46d43b9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -1,7 +1,25 @@ /** * @file diffuseAlphaMaskNoColorF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -11,11 +29,12 @@ uniform float maximum_alpha; uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha || col.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 9c9a8b56c5..aaf89a22ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -27,14 +27,16 @@ uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; + vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = gl_Color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested + 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); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 4d996a099d..e08e52c7cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -23,15 +23,17 @@ * $/LicenseInfo$ */ -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb; + vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = gl_Color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested + 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); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 37864578ec..7ed41cbcb9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,18 +27,19 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; -varying float vary_texture_index; +VARYING vec3 vary_normal; +VARYING float vary_texture_index; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_normal = normalize(normal_matrix * normal); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 880a7ea0a2..a74290bfcd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -26,18 +26,20 @@ uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -51,7 +53,7 @@ void main() vary_normal = norm.xyz; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index e158df13f7..36000b86d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,22 +27,24 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; -varying float vary_texture_index; +VARYING vec3 vary_normal; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texture_index = position.w; vary_normal = normalize(normal_matrix * normal); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 5a9a6196f3..6cf563189a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -1,7 +1,25 @@ /** * @file emissiveF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -12,12 +30,14 @@ vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { float shadow = 1.0; - vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index fccf8554d2..b3558be678 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,9 +27,9 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -38,7 +38,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void main() { @@ -49,11 +52,11 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); - gl_FrontColor = vec4(0,0,0,emissive); + vertex_color = vec4(0,0,0,emissive); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 6c506676af..f54827f720 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -27,6 +27,9 @@ #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -35,7 +38,7 @@ void main() { float shadow = 1.0; - vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 2759165471..ef9f62da84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,9 +28,9 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -39,7 +39,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void main() { @@ -50,11 +53,11 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index bfb7760af8..72c5a93087 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -38,7 +38,7 @@ uniform sampler2D depthGIMap; uniform sampler2D lightFunc; // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 2766691bd0..e5d3bb8ea6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -25,12 +25,12 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; - -varying vec2 vary_fragcoord; +VARYING vec4 vertex_color; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; @@ -44,5 +44,5 @@ void main() vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 7152e13946..e98f9aef87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -31,9 +31,11 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; +VARYING vec2 vary_texcoord0; + void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha || col.a > maximum_alpha) { @@ -41,6 +43,6 @@ void main() } gl_FragData[0] = vec4(col.rgb, col.a * 0.005); - gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); - gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); + gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy); + gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 645b0d793a..58e5dc0b56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,15 +26,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 4ba26fb0c6..4f13167c1c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -27,7 +27,7 @@ uniform sampler2DRect diffuseMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index dafc55a6ff..f2dc60aa5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -25,10 +25,11 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color; uniform vec2 screen_res; @@ -40,5 +41,5 @@ void main() vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 42212a978e..279a2fa78d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,7 +45,7 @@ uniform int light_count; uniform vec4 light[MAX_LIGHT_COUNT]; uniform vec4 light_col[MAX_LIGHT_COUNT]; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform float far_z; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 1d54d7bede..eefefa640d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index c42935d815..dff6360726 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -60,7 +60,7 @@ uniform vec3 color; uniform float falloff; uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 8c34a554c2..0fc23fecb4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -43,7 +43,7 @@ uniform vec3 color; uniform float falloff; uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index cab9817583..cb14e6d4e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index daef6a938c..64044590c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -2096,8 +2096,8 @@ uniform float magnification; uniform mat4 inv_proj; -varying vec2 vary_fragcoord; -varying vec2 vary_tc; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc; float getDepth(vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index f67615bdd5..16b61897d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -2083,8 +2083,8 @@ 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; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl index b519dbc4b0..a1986fca9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -29,7 +29,7 @@ uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl index 861bb9f735..84c23c97a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -41,7 +41,7 @@ uniform float magnification; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index b11f26fbae..8edf5b2723 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; -varying vec2 vary_tc; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc; uniform vec2 tc_scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 99257daca4..a172f49d87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -38,7 +38,7 @@ uniform int kern_length; uniform float kern_scale; uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index 61c6393648..0d5c8e7287 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 615317febf..c63a627971 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -28,11 +28,13 @@ uniform float maximum_alpha; uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a; + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; if (alpha < minimum_alpha || alpha > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index f7bed00214..6a3cba771b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -26,11 +26,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { @@ -41,6 +43,6 @@ void main() gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_FrontColor = diffuse_color; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 541f08d5fe..ee0ea84e6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -25,7 +25,7 @@ -varying vec4 post_pos; +VARYING vec4 post_pos; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 190cac9e2c..8b46e81f90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 post_pos; +VARYING vec4 post_pos; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 59c0a994cd..26c7165e06 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -29,7 +29,7 @@ // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; uniform sampler2D cloud_noise_texture; uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index e97d3e0828..721de18e0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,15 +25,16 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; +VARYING vec2 vary_texcoord0; // Inputs uniform vec3 camPosLocal; @@ -61,7 +62,7 @@ void main() // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 8116b7cdbf..fa1d2cc7a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -64,7 +64,7 @@ uniform vec3 env_mat[3]; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 7d1e99b4aa..c6031fc45a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -25,11 +25,11 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index e69fa074c4..20970fc4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -54,7 +54,7 @@ uniform vec3 color; uniform float falloff; uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4ab59d4d66..8eb4be7177 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -23,13 +23,14 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; void main() { - vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragData[0] = col; gl_FragData[1] = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 1fcb05ef2c..8bc5b06379 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -26,14 +26,17 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_FrontColor = diffuse_color; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 4a69192fc3..797648202d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -41,7 +41,7 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 10751304ae..473d6df8fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index c6578ea177..effa994a48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -31,20 +31,22 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); - vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); - vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); - vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; - float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; - float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); gl_FragData[0] = vec4(outColor.rgb, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 7f84ef1cff..5effee4e4e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,13 +27,19 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; -varying vec3 vary_normal; +VARYING vec3 vary_normal; + +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; + +uniform vec4 object_plane_s; +uniform vec4 object_plane_t; vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { @@ -57,11 +63,11 @@ void main() vary_normal = normalize(normal_matrix * normal); // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; vec4 t = vec4(texcoord1,0,1); - gl_TexCoord[0].zw = t.xy; - gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); - gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); + vary_texcoord0.zw = t.xy; + vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); + vary_texcoord1.zw = t.xy-vec2(1.0, 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 a6406bdc12..b0ef348cd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -27,20 +27,22 @@ uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; uniform float minimum_alpha; uniform float maximum_alpha; void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha || col.a > maximum_alpha) { discard; } - gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0); + 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); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 9f0b902c96..22ebaa9be6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -1,7 +1,25 @@ /** * @file treeShadowF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -10,11 +28,12 @@ uniform float maximum_alpha; uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; if (alpha < minimum_alpha || alpha > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index c695d374ac..e472a75304 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -26,10 +26,11 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; void main() { @@ -40,5 +41,5 @@ void main() gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 45bfc0ce09..3b6571a24a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,19 +27,21 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform mat3 normal_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_normal = normalize(normal_matrix * normal); - gl_FrontColor = vec4(1,1,1,1); + vertex_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c3e7371c8e..d10548cbef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -58,10 +58,10 @@ uniform vec2 screen_res; uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; -varying vec4 vary_position; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index ac51cb1741..9734acf005 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -26,7 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -37,11 +37,11 @@ uniform float time; uniform vec3 eyeVec; uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; -varying vec4 vary_position; +VARYING vec4 vary_position; float wave(vec2 v, float t, float f, vec2 d, float s) { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index c5ca9f4804..a34e76d25a 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -34,9 +34,11 @@ uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; +VARYING vec2 vary_texcoord0; + void main() { - vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy); /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl index c2cc8ed567..cbf4dc4bea 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -35,9 +35,11 @@ uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; +VARYING vec2 vary_texcoord0; + void main() { - ivec2 itc = ivec2(gl_TexCoord[0].xy); + ivec2 itc = ivec2(vary_texcoord0.xy); vec4 fcol = vec4(0,0,0,0); for (int i = 0; i < samples; i++) diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 628489296f..1396dc6973 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -25,13 +25,14 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position, 1.0); - gl_TexCoord[0].xy = texcoord0; + vary_texcoord0.xy = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 75cff75ea9..3d17a20fbb 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -28,6 +28,11 @@ uniform sampler2D diffuseMap; uniform float glowStrength; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; +VARYING vec4 vary_texcoord2; +VARYING vec4 vary_texcoord3; + void main() { @@ -38,14 +43,14 @@ void main() kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0; kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; - col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy); - col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy); - col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy); - col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy); - col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw); - col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw); - col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw); - col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw); + col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy); + col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy); + col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy); + col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy); + col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw); + col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw); + col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw); + col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw); gl_FragColor = vec4(col.rgb * glowStrength, col.a); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 615ca6a0b4..cdb2281578 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -25,21 +25,26 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; uniform vec2 glowDelta; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; +VARYING vec4 vary_texcoord2; +VARYING vec4 vary_texcoord3; + void main() { gl_Position = modelview_projection_matrix * vec4(position, 1.0); - gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); - gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); - gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5); - gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5); - gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5); - gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5); - gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5); - gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5); + vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5); + vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); + vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5); + vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5); + vary_texcoord0.zw = texcoord0 + glowDelta*(0.5); + vary_texcoord1.zw = texcoord0 + glowDelta*(1.5); + vary_texcoord2.zw = texcoord0 + glowDelta*(2.5); + vary_texcoord3.zw = texcoord0 + glowDelta*(3.5); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index c61d5a2a08..5d72390d2d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -29,13 +29,18 @@ uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + void main() { - float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; - vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, - texture2D(detail0, gl_TexCoord[0].xy).rgb, + float a = texture2D(alphaRamp, vary_texcoord1.xy).a; + vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, + texture2D(detail0, vary_texcoord0.xy).rgb, a); gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; + gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 04b3033dd8..d4a62db684 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -31,14 +31,22 @@ uniform mat4 texture_matrix3; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; -attribute vec2 texcoord2; -attribute vec2 texcoord3; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; +ATTRIBUTE vec2 texcoord3; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -61,15 +69,15 @@ void main() //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = modelview_matrix * position; + vec4 pos = modelview_matrix * vec4(position, 1.0); vec3 norm = normalize(normal_matrix * normal); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); - gl_FrontColor = color; + vertex_color = color; - gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); - gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1); - gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); - gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1); + vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy; + vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy; + vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy; + vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 711b42b95e..307b87e086 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -31,13 +31,18 @@ uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + void main() { - float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; - vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, - texture2D(detail0, gl_TexCoord[0].xy).rgb, + float a = texture2D(alphaRamp, vary_texcoord1.xy).a; + vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, + texture2D(detail0, vary_texcoord0.xy).rgb, a); gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; + gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 72e8e739b3..48eea0bdda 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -33,9 +33,9 @@ uniform float refScale; uniform vec4 waterFogColor; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; void main() { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 4d555b566a..1bb04ceb34 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -50,9 +50,9 @@ uniform float blurMultiplier; uniform vec4 fogCol; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; void main() { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index d44690d1fb..e4db326bed 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,15 +24,16 @@ */ +VARYING float fog_depth; vec4 applyWaterFog(vec4 color) { // GL_EXP2 Fog - //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord); + //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth); // GL_EXP Fog - // float fog = exp(-gl_Fog.density * gl_FogFragCoord); + // float fog = exp(-gl_Fog.density * fog_depth); // GL_LINEAR Fog - float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale; + float fog = (gl_Fog.end - fog_depth) * gl_Fog.scale; fog = clamp(fog, 0.0, 1.0); color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog); return color; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 99433ada7b..f66ba1d2d9 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -26,7 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -36,9 +36,9 @@ uniform float time; uniform vec3 eyeVec; uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; float wave(vec2 v, float t, float f, vec2 d, float s) { diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 27c63fdc8b..66f3e1ae11 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -27,9 +27,12 @@ uniform sampler2D diffuseMap; uniform float custom_alpha; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void main() { - vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); color.a *= custom_alpha; gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index 5bbc7deff0..890474d6d8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -25,15 +25,17 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_FrontColor = diffuse_color; + vary_texcoord0 = texcoord0; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index cd3d090e52..f4d704577a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index b8963e1dec..caff5fc324 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -28,8 +28,11 @@ uniform sampler2D glowMap; uniform sampler2DRect screenMap; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; + void main() { - gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) + - texture2DRect(screenMap, gl_TexCoord[1].xy); + gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) + + texture2DRect(screenMap, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 6639f88047..3e972f0cb4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -1,7 +1,25 @@ /** * @file glowcombineFXAAF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -11,7 +29,7 @@ uniform sampler2D glowMap; uniform sampler2DRect screenMap; uniform vec2 screen_res; -varying vec2 vary_tc; +VARYING vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index bd5dd6046b..058f3b1b82 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_tc; +VARYING vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index 94edbe5ab1..f7970b7f78 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -25,14 +25,17 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_TexCoord[1] = vec4(texcoord1,0,1); + vary_texcoord0 = texcoord0; + vary_texcoord1 = texcoord1; } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 3a48205101..1d37b97bf1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -27,7 +27,9 @@ uniform vec4 color; uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; + void main() { - gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 6bb5affd93..9bf7b60eb7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -26,13 +26,15 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 43dcd5dbe2..c26fa08ddc 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index a5442c9bf4..d860106305 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -1,13 +1,33 @@ /** * @file onetexturenocolorF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 sampler2D tex0; +VARYING vec2 vary_texcoord0; + void main() { - gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); + gl_FragColor = texture2D(tex0, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl index 615412c7a2..6b9986c8d7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -25,13 +25,14 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position, 1); - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index b1d2b949ac..a25c9a08fb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -25,9 +25,12 @@ uniform sampler2D tex0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void main() { - float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a; + float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a; - gl_FragColor = vec4(gl_Color.rgb, alpha); + gl_FragColor = vec4(vertex_color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index 45e6a9febc..c58f9dfdaf 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -25,14 +25,17 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_FrontColor = diffuse_color; - gl_TexCoord[0] = vec4(texcoord0,0,1); + vertex_color = diffuse_color; + vary_texcoord0 = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index c263f4dc6a..9a295ce9f2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -27,7 +27,10 @@ uniform sampler2DRect screenMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void main() { - gl_FragColor = texture2DRect(screenMap, gl_TexCoord[0].xy) * gl_Color; + gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 2b471d99e8..641d670c26 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -25,14 +25,17 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_FrontColor = diffuse_color; + vary_texcoord0 = texcoord0; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index 3408cc44f8..3ded949943 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -26,7 +26,10 @@ uniform sampler2D tex0; uniform sampler2D tex1; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; + void main() { - gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy); + gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index 2a36feaa21..3c2f297f7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -25,14 +25,17 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_TexCoord[1] = vec4(texcoord1,0,1); + vary_texcoord0 = texcoord0; + vary_texcoord1 = texcoord1; } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 7694056b08..2602e489c8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -25,7 +25,10 @@ uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + void main() { - gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index a9e42a432f..220dafef25 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -26,15 +26,17 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position, 1); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_FrontColor = diffuse_color; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 5cb3eb05a7..0a687d7a33 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,13 +23,14 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; void default_lighting() { - vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index f3ba8b73a8..7ba6e9dec9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -28,8 +28,10 @@ uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; + void fullbright_lighting() { - gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index b4c8a9abce..00c08d59ef 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -29,7 +29,9 @@ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +VARYING vec2 vary_texcoord0; + void fullbright_shiny_lighting() { - gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index 925d6fbcfd..2140b2f612 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -28,7 +28,9 @@ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +VARYING vec2 vary_texcoord0; + void fullbright_shiny_lighting_water() { - gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 71238f7d31..ab6b561f08 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -28,8 +28,10 @@ uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; + void fullbright_lighting_water() { - gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 7c9b7c218f..183582e41f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -24,14 +24,15 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void shiny_lighting() { - vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index ca1af8fc79..9c9f7ca658 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -24,14 +24,15 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void shiny_lighting_water() { - vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index da76a977b6..1a041c26ca 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,13 +23,14 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; void default_lighting_water() { - vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 11031a8829..53c0e77b48 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -26,10 +26,13 @@ uniform sampler2D texture0; uniform sampler2D texture1; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; + void main() { - float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a; - float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a; + float tex0 = texture2D(texture0, vary_texcoord0.xy).a; + float tex1 = texture2D(texture1, vary_texcoord1.xy).a; gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index dccc692593..09ec6ff792 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -27,14 +27,17 @@ uniform mat4 texture_matrix0; uniform mat4 texture_matrix1; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; void main() { //transform vertex gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1 * vec4(texcoord1,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1 * vec4(texcoord1,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index e2a00e8440..bf4c45f18f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -27,9 +27,13 @@ uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -37,7 +41,7 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -46,9 +50,9 @@ void main() calcAtmospherics(pos.xyz); - gl_FrontColor = vec4(0,0,0,emissive); + vertex_color = vec4(0,0,0,emissive); gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index dedf00f374..0e05beac67 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -27,25 +27,29 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING float fog_depth; void main() { //transform vertex vary_texture_index = position.w; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); - gl_FrontColor = vec4(0,0,0,emissive); + vertex_color = vec4(0,0,0,emissive); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index b9c1078c30..f73760bfd4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -27,9 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); @@ -39,11 +43,11 @@ void main() vec4 vert = vec4(position.xyz,1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); - gl_FrontColor = vec4(1,1,1,1); + vertex_color = vec4(1,1,1,1); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 546b7cad4a..69cd858b4d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -27,10 +27,15 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -49,14 +54,14 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a9b086e215..a8e640018d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -29,10 +29,15 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); @@ -46,13 +51,13 @@ void main() vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index f0722a1e4d..4de24fd46b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -26,17 +26,21 @@ uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; + void main() { //transform vertex - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -45,9 +49,9 @@ void main() calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index d8f223d403..7286e5e2f4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -27,9 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); @@ -38,13 +42,13 @@ void main() //transform vertex vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index d09db8e6a3..e5bf5bf2d3 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -28,9 +28,11 @@ uniform float maximum_alpha; uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; + void main() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index 69007610c6..e90dbb115a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -27,12 +27,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0; void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 3771c2e795..282686a9b0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -28,9 +28,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -40,14 +44,14 @@ void main() //transform vertex vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index 7e5c8ca2d5..591d6fc5c9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -27,10 +27,14 @@ uniform mat4 texture_matrix0; uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -50,13 +54,13 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index da47f8a58a..86a78b190c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec3 vary_texcoord0; +VARYING float fog_depth; void calcAtmospherics(vec3 inPositionEye); @@ -47,12 +51,12 @@ void main() calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = texture_matrix0*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index d1d8126cb4..45a493e4f2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -28,9 +28,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -40,14 +44,14 @@ void main() //transform vertex vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index bf083a55c4..aea0e25e60 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -26,10 +26,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -38,7 +42,7 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -53,9 +57,9 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 87ece3972e..4b6b219751 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -41,14 +45,14 @@ void main() //transform vertex vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 64ca63731b..250d99a9c7 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -28,20 +28,24 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); gl_Position = modelview_projection_matrix*vert; - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; vec4 pos = (modelview_matrix * vert); @@ -50,7 +54,7 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index dbacf28637..2e41360150 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -25,7 +25,7 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; vec3 getPositionEye() { diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index e051ac9851..42f8646f2d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -25,7 +25,7 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; vec3 getPositionEye() diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 43e19909d4..04d3e2aa1f 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +45,7 @@ void main() //transform vertex vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); @@ -51,8 +55,8 @@ void main() vec4 specular = vec4(1.0); vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); - gl_FrontColor = color; - gl_FogFragCoord = pos.z; + vertex_color = color; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 839606cdcb..4fffb9e97f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -27,6 +27,9 @@ #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; @@ -41,11 +44,11 @@ uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; uniform float shadow_bias; @@ -122,9 +125,9 @@ void main() } } - vec4 diff = diffuseLookup(gl_TexCoord[0].xy); + vec4 diff = diffuseLookup(vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); @@ -133,7 +136,7 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - //gl_FragColor = gl_Color; + //gl_FragColor = vertex_color; gl_FragColor = color; //gl_FragColor.r = 0.0; //gl_FragColor = vec4(1,shadow,1,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 84e49a5f8f..30aa82473a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -42,11 +42,13 @@ uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; uniform float shadow_bias; @@ -123,9 +125,9 @@ void main() } } - vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); @@ -134,7 +136,7 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - //gl_FragColor = gl_Color; + //gl_FragColor = vertex_color; gl_FragColor = color; //gl_FragColor.r = 0.0; //gl_FragColor = vec4(1,shadow,1,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 294a000ab5..9370b484b8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -1,7 +1,25 @@ /** * @file alphaNonIndexedNoColorF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 * $/LicenseInfo$ */ @@ -24,11 +42,12 @@ uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; uniform float shadow_bias; @@ -105,7 +124,7 @@ void main() } } - vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index c3148d5fdf..ad353eb624 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -42,11 +42,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; uniform float shadow_offset; @@ -89,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -134,9 +138,9 @@ void main() col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 8d55616e67..268e4127a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -28,10 +28,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -43,12 +43,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; -varying float vary_texture_index; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; uniform float shadow_offset; @@ -97,7 +100,7 @@ void main() vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); @@ -130,9 +133,9 @@ void main() col.rgb = col.rgb*diffuse_color.rgb; - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 0273f3c121..091a865160 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -25,9 +25,9 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; uniform float near_clip; uniform float shadow_offset; @@ -88,7 +91,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; @@ -134,9 +137,9 @@ void main() col.rgb = min(col.rgb, 1.0); - gl_FrontColor = col; + vertex_color = col; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index d9eafb6eba..4fc6c00caf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -30,7 +30,7 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform float depth_cutoff; uniform float norm_cutoff; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index a84fdd5dc1..11a7cf846d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -31,7 +31,7 @@ uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform float depth_cutoff; uniform float norm_cutoff; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 1f5470db3c..69c6acc07a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 4c92d72f44..d1f2db6188 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -59,7 +59,7 @@ uniform float size; uniform vec3 color; uniform float falloff; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index 1afa9a9fb4..74f78cfc06 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -28,6 +28,8 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +VARYING vec4 vertex_color; + uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; @@ -54,9 +56,9 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; @@ -160,7 +162,7 @@ void main() { proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = vertex_color.a+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten > 0.0) { @@ -189,7 +191,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -206,7 +208,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -239,7 +241,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 22f52032a5..e9f1a3d3a5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -67,7 +67,7 @@ uniform vec2 screen_res; uniform vec3 sun_dir; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 1244294451..6b979b13ed 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -66,8 +66,8 @@ uniform mat3 ssao_effect_mat; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 424299269f..c840d72784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -25,11 +25,11 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 25270f4939..19a1d1f165 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -27,6 +27,8 @@ #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -53,9 +55,9 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; @@ -114,7 +116,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = vertex_color.a+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); lv = proj_origin-pos.xyz; @@ -140,7 +142,7 @@ void main() vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -163,7 +165,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -192,7 +194,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 4962e73e39..85fea56411 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -28,6 +28,8 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +VARYING vec4 vertex_color; + uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; @@ -54,9 +56,9 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; @@ -161,7 +163,7 @@ void main() { proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = vertex_color.a+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten > 0.0) { @@ -190,7 +192,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -207,7 +209,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -240,7 +242,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 146fac56e9..bb742adb62 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -47,7 +47,7 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -97,15 +97,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz); 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); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl index ac4fe52655..4933eb00b7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -48,8 +48,8 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord; +VARYING vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -98,15 +98,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz); 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); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 60741771d6..042bb5f96c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -46,7 +46,7 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec3 sun_dir; uniform mat4 inv_proj; @@ -148,15 +148,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz); 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); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl index 0fd7b7525d..e138ae5841 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -47,8 +47,8 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord; +VARYING vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -149,15 +149,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz); 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); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 60ba2d7ad4..bc5eb5181d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl index 35411db04b..01fe4a4e14 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl @@ -23,29 +23,5 @@ * $/LicenseInfo$ */ +//NOT USED!!! - -uniform sampler2DRect RenderTexture; -uniform float bloomStrength; - -varying vec4 gl_TexCoord[gl_MaxTextureCoords]; -void main(void) -{ - float blurWeights[7]; - blurWeights[0] = 0.05; - blurWeights[1] = 0.1; - blurWeights[2] = 0.2; - blurWeights[3] = 0.3; - blurWeights[4] = 0.2; - blurWeights[5] = 0.1; - blurWeights[6] = 0.05; - - vec3 color = vec3(0,0,0); - for (int i = 0; i < 7; i++){ - color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i]; - } - - color *= bloomStrength; - - gl_FragColor = vec4(color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index 4fd4b101ff..b92e9b3f03 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -23,36 +23,5 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; + // NOT USED!! -attribute vec3 position; -attribute vec2 texcoord0; - -uniform vec2 texelSize; -uniform vec2 blurDirection; -uniform float blurWidth; - -void main(void) -{ - // Transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); - vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); - - // for (int i = 0; i < 7; i++) { - // gl_TexCoord[i].st = s + (i * blurDelta); - // } - - // MANUALLY UNROLL - gl_TexCoord[0].st = s; - gl_TexCoord[1].st = s + blurDelta; - gl_TexCoord[2].st = s + (2. * blurDelta); - gl_TexCoord[3].st = s + (3. * blurDelta); - gl_TexCoord[4].st = s + (4. * blurDelta); - gl_TexCoord[5].st = s + (5. * blurDelta); - gl_TexCoord[6].st = s + (6. * blurDelta); - - // gl_TexCoord[0].st = s; - // gl_TexCoord[1].st = blurDelta; -} diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index 42ab8d40e8..8d673237b8 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -36,7 +36,7 @@ const float gamma = 2.0; void main(void) { - vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); + vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); /// Modulate brightness color *= brightness; diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index d3c93ab05f..f03a6076c0 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -25,15 +25,15 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; void main(void) { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_TexCoord[1] = vec4(texcoord1,0,1); + vary_texcoord0 = texcoord0; + vary_texcoord1 = texcoord1; } diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index 9187c8ec31..06b83e3f5f 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -33,7 +33,7 @@ uniform vec3 lumWeights; void main(void) { /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); + vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); /// Extract luminance and scale up by night vision brightness float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index 76b675a9bd..3050fa63cc 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -30,6 +30,9 @@ uniform sampler2D NoiseTexture; uniform float brightMult; uniform float noiseStrength; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; + float luminance(vec3 color) { /// CALCULATING LUMINANCE (Using NTSC lum weights) @@ -40,7 +43,7 @@ float luminance(vec3 color) void main(void) { /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); + vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); /// Extract luminance and scale up by night vision brightness float lum = luminance(color) * brightMult; @@ -50,7 +53,7 @@ void main(void) vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12); /// Add noise - float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r; + float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r; noiseValue = (noiseValue - 0.5) * noiseStrength; /// Older NVG colors (more muted) diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index abf1be6645..74e9559185 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -27,8 +27,10 @@ uniform sampler2DRect RenderTexture; +VARYING vec2 vary_texcoord0; + void main(void) { - vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); + vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); gl_FragColor = vec4(1.0 - color, 1.0); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index df08fce0da..6b9c629644 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -24,6 +24,9 @@ */ +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; uniform sampler2D detail_0; uniform sampler2D detail_1; @@ -40,18 +43,18 @@ void main() /// Note: This should duplicate the blending functionality currently used for the terrain rendering. /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); - vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); - vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); - vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; - float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; - float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 69f4d4ae45..f183b885d1 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -28,12 +28,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; void calcAtmospherics(vec3 inPositionEye); @@ -68,15 +74,15 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); - gl_FrontColor = color; + vertex_color = color; // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; vec4 t = vec4(texcoord1,0,1); - gl_TexCoord[0].zw = t.xy; - gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); - gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); + vary_texcoord0.zw = t.xy; + vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); + vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index 90468b45a2..9f1c4797c9 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; uniform sampler2D detail_0; uniform sampler2D detail_1; @@ -40,18 +42,18 @@ void main() /// Note: This should duplicate the blending functionality currently used for the terrain rendering. /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); - vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); - vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); - vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; - float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; - float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); outColor = applyWaterFog(outColor); gl_FragColor = outColor; diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index f947aa4be1..e4b6402a8c 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -48,9 +48,9 @@ uniform float waterFogKS; uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; vec4 applyWaterFog(vec4 color, vec3 viewVec) { diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index dc543b2231..0de77e6fe0 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -47,9 +47,9 @@ uniform float blurMultiplier; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; void main() { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl index 4c05329065..ea17e42fab 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl @@ -30,9 +30,12 @@ uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void default_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl index 0de909353e..155d0756be 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl @@ -33,9 +33,12 @@ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void default_lighting() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index d12d88f1c5..43970015c5 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -23,14 +23,15 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl index 8c7713c08d..c6583a54df 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl @@ -29,9 +29,12 @@ uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void fullbright_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index f03b1fdc74..ba2e8608f1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -23,14 +23,15 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 89468b9665..76f468d914 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -31,9 +31,12 @@ vec3 fullbrightScaleSoftClip(vec3 light); uniform sampler2D diffuseMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void fullbright_lighting() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl index a909ff608a..e88bf7f0ab 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -23,7 +23,8 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -32,7 +33,7 @@ uniform sampler2D diffuseMap; void fullbright_lighting() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index d2bc912edb..045fc5276d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; @@ -32,17 +34,17 @@ vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl index af73168c13..93b14ad692 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; uniform sampler2D diffuseMap; @@ -33,17 +35,17 @@ vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index e9dab85095..ffc91d9ee1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -23,7 +23,9 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; @@ -33,15 +35,15 @@ vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index e0a7986705..3f582d3228 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -23,7 +23,9 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; uniform sampler2D diffuseMap; @@ -34,15 +36,15 @@ vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl index e5998b77a9..fb2b642022 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -31,9 +31,12 @@ vec4 diffuseLookup(vec2 texcoord); vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void fullbright_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 20ff3712af..258cad3cfe 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -23,7 +23,8 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec4 diffuseLookup(vec2 texcoord); @@ -32,7 +33,7 @@ vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 3fdd110f7d..3f2802cbb8 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -31,9 +31,12 @@ uniform sampler2D diffuseMap; vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl index 01b89019b1..23700fa1b0 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -24,6 +24,8 @@ */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl index d419c2d116..09f02b9288 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -23,7 +23,8 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -32,7 +33,7 @@ vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index ba4cd949d6..66a2462b88 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -24,7 +24,9 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; @@ -34,16 +36,16 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl index 3b30ebf6f1..477408f5af 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -23,8 +23,9 @@ * $/LicenseInfo$ */ - - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; uniform sampler2D diffuseMap; @@ -35,16 +36,16 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index c451e68763..6df8641b47 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -24,7 +24,9 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; @@ -33,14 +35,14 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl index eeb997fb5f..fce717d93a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; uniform sampler2D diffuseMap; uniform samplerCube environmentMap; @@ -34,14 +36,14 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); - color.rgb *= gl_Color.rgb; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; - vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, gl_Color.a); + color.a = max(color.a, vertex_color.a); gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl index 072dcaa6b6..4658b46a38 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl @@ -29,9 +29,12 @@ uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void default_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl index 2df34da4b4..0db9253cd1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -31,9 +31,12 @@ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + void default_lighting_water() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index ae7be4d231..a691d4f54a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -24,13 +24,15 @@ */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl index 5a86dad827..6f5d6cd1c8 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -24,6 +24,8 @@ */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index b9eff87a13..ef97e4f781 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -34,12 +34,17 @@ void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; -varying float vary_texture_index; +VARYING float vary_texture_index; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth; void main() { @@ -52,12 +57,12 @@ void main() vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index b7f7af7885..2fd22cee9d 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -27,15 +27,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void main() { @@ -44,11 +47,11 @@ void main() vary_texture_index = position.w; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 4511c4bc91..472ff219e5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -29,16 +29,21 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING float fog_depth; uniform vec4 origin; @@ -53,12 +58,12 @@ void main() vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); - gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); + vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index 5f78495ae3..6799e43b9a 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -42,7 +46,7 @@ void main() vec4 vert = vec4(position.xyz,1.0); gl_Position = modelview_projection_matrix*vert; - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; vec4 pos = (modelview_matrix * vert); @@ -51,7 +55,7 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 91ee5e016e..144336417e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -28,15 +28,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; void main() { @@ -45,7 +48,7 @@ void main() vary_texture_index = position.w; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -54,7 +57,7 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index be990c1757..6a83be1426 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -25,7 +25,7 @@ -// varying param funcs +// VARYING param funcs void setSunlitColor(vec3 v); void setAmblitColor(vec3 v); void setAdditiveColor(vec3 v); @@ -34,8 +34,8 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -//varying vec4 vary_CloudUVs; -//varying float vary_CloudDensity; +//VARYING vec4 vary_CloudUVs; +//VARYING float vary_CloudDensity; // Inputs uniform vec4 morphFactor; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index a98c04b259..08814b49d8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -25,12 +25,12 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; -varying vec3 vary_SunlitColor; -varying vec3 vary_AmblitColor; -varying vec3 vary_AdditiveColor; -varying vec3 vary_AtmosAttenuation; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AmblitColor; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; vec3 getPositionEye() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 7c3cb88b3c..514f009add 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -25,12 +25,12 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; -varying vec3 vary_SunlitColor; -varying vec3 vary_AmblitColor; -varying vec3 vary_AdditiveColor; -varying vec3 vary_AtmosAttenuation; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AmblitColor; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; vec3 getPositionEye() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index b90cec119b..ea60d1df6c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -29,9 +29,13 @@ // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; uniform vec4 cloud_pos_density1; @@ -50,14 +54,14 @@ vec3 scaleSoftClip(vec3 light) { void main() { // Set variables - vec2 uv1 = gl_TexCoord[0].xy; - vec2 uv2 = gl_TexCoord[1].xy; + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; vec4 cloudColorSun = vary_CloudColorSun; vec4 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; - vec2 uv3 = gl_TexCoord[2].xy; - vec2 uv4 = gl_TexCoord[3].xy; + vec2 uv3 = vary_texcoord2.xy; + vec2 uv4 = vary_texcoord3.xy; // Offset texture coords uv1 += cloud_pos_density1.xy; //large texture, visible density diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 67b5e7fb83..c5bb52169c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -25,17 +25,21 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; // Inputs uniform vec3 camPosLocal; @@ -64,7 +68,7 @@ void main() // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -163,17 +167,17 @@ void main() // Texture coords - gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_TexCoord[0].xy -= 0.5; - gl_TexCoord[0].xy /= cloud_scale.x; - gl_TexCoord[0].xy += 0.5; + vary_texcoord0 = texcoord0; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy += 0.5; - gl_TexCoord[1] = gl_TexCoord[0]; - gl_TexCoord[1].x += lightnorm.x * 0.0125; - gl_TexCoord[1].y += lightnorm.z * 0.0125; + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; - gl_TexCoord[2] = gl_TexCoord[0] * 16.; - gl_TexCoord[3] = gl_TexCoord[1] * 16.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index ac569e8257..5c9ee5fd63 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -29,7 +29,7 @@ // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; uniform sampler2D cloud_noise_texture; uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 50fdba64c2..b768cc9cf3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -25,15 +25,16 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; +VARYING vec2 vary_texcoord0; // Inputs uniform vec3 camPosLocal; @@ -61,7 +62,7 @@ void main() // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index c10635c898..9a14d496e9 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -25,10 +25,13 @@ uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec4 clothing; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec4 clothing; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -43,7 +46,7 @@ const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); void main() { - gl_TexCoord[0] = vec4(texcoord0,0,1); + vary_texcoord0 = texcoord0; vec4 pos; mat4 trans = getSkinnedTransform(); @@ -123,11 +126,11 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); - gl_FrontColor = color; + vertex_color = color; gl_Position = projection_matrix * pos; - gl_TexCoord[2] = vec4(pos.xyz, 1.0); + vary_texcoord2 = vec4(pos.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index 616ea5fe9e..eb9256b41b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -35,7 +35,7 @@ uniform int kern_length; uniform float kern_scale; uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 5e75aec171..380d5207c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 95913a502c..ba1d29b044 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -42,7 +42,7 @@ uniform sampler2D depthGIMap; uniform sampler2D lightFunc; // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index 7c55fcc286..e3d5fdcf10 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -32,7 +32,7 @@ uniform sampler2D bloomMap; uniform sampler2DRect edgeMap; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 969b6e2f1c..60eca06d35 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 2766691bd0..8272dbf31b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -25,12 +25,13 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color; uniform vec2 screen_res; @@ -44,5 +45,5 @@ void main() vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 13517a26ba..7c290fc993 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -30,7 +30,7 @@ uniform sampler2DRect lightMap; uniform sampler2DRect diffuseRect; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { float i = texture2DRect(lightMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index d0205fa824..062875e72f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -25,12 +25,13 @@ uniform mat4 modelview_projection_matrix; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color; uniform vec2 screen_res; -attribute vec3 position; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; void main() { @@ -40,5 +41,5 @@ void main() vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - gl_FrontColor = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 0364da6258..662f5fb6be 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -53,7 +53,7 @@ uniform float gi_luminance; uniform vec4 sunlight_color; uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d7fa22edc..0049d8ea78 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index 009b5cc743..ecab3baeee 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -40,7 +40,7 @@ uniform float kern_scale; uniform float gi_edge_weight; uniform float gi_blur_brightness; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index e9c6f3e27b..6d590c8051 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 1c02adea89..664cec64c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -65,8 +65,8 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 8e405de9a3..682508aaf3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -25,13 +25,13 @@ uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord; void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 56a149523e..80e08e8270 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -24,15 +24,17 @@ */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; void main() { - vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 3ba4a89686..cac8439eb8 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -316,13 +316,12 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(detail0)->bind(detail_texture0p); gGL.getTexUnit(0)->activate(); - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader); + + shader->uniform4fv("object_plane_s", 1, tp0.mV); + shader->uniform4fv("object_plane_t", 1, tp1.mV); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); -- cgit v1.2.3 From 5af39ea28be1a76ec0c3042a0bf34e7d64835c18 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Fri, 16 Sep 2011 11:46:37 -0700 Subject: EXP-1169 FIX -- No synch error icon given on Outbox on Agni where API does not exist * Moved marketplace URL related functions into a new file llmarketplacefunctions.cpp/h. This will the future home of more marketplace-related functions. * Disabled sync button when the marketplace API is unavailable. --- indra/newview/CMakeLists.txt | 2 + indra/newview/llmarketplacefunctions.cpp | 80 +++++++++++++++++++++++++++++ indra/newview/llmarketplacefunctions.h | 42 ++++++++++++++++ indra/newview/llpanelmarketplaceoutbox.cpp | 22 ++------ indra/newview/llviewermedia.cpp | 81 +++++++++++++----------------- 5 files changed, 165 insertions(+), 62 deletions(-) create mode 100644 indra/newview/llmarketplacefunctions.cpp create mode 100644 indra/newview/llmarketplacefunctions.h (limited to 'indra/newview') diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 11b19ca4fe..8c1f98979b 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -310,6 +310,7 @@ set(viewer_SOURCE_FILES llmaniprotate.cpp llmanipscale.cpp llmaniptranslate.cpp + llmarketplacefunctions.cpp llmediactrl.cpp llmediadataclient.cpp llmemoryview.cpp @@ -873,6 +874,7 @@ set(viewer_HEADER_FILES llmaniprotate.h llmanipscale.h llmaniptranslate.h + llmarketplacefunctions.h llmediactrl.h llmediadataclient.h llmemoryview.h diff --git a/indra/newview/llmarketplacefunctions.cpp b/indra/newview/llmarketplacefunctions.cpp new file mode 100644 index 0000000000..599731a641 --- /dev/null +++ b/indra/newview/llmarketplacefunctions.cpp @@ -0,0 +1,80 @@ +/** + * @file llmarketplacefunctions.cpp + * @brief Implementation of assorted functions related to the marketplace + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, 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 + * $/LicenseInfo$ + */ + +#include "llviewerprecompiledheaders.h" + +#include "llmarketplacefunctions.h" + +#include "llagent.h" +#include "llviewernetwork.h" + + +std::string getMarketplaceBaseURL() +{ + std::string url = "https://marketplace.secondlife.com/"; + + if (!LLGridManager::getInstance()->isInProductionGrid()) + { + std::string gridLabel = LLGridManager::getInstance()->getGridLabel(); + url = llformat("https://marketplace.%s.lindenlab.com/", utf8str_tolower(gridLabel).c_str()); + } + + url += "api/1/users/"; + url += gAgent.getID().getString(); + + return url; +} + +std::string getMarketplaceURL_InventoryImport() +{ + std::string url = getMarketplaceBaseURL(); + + url += "/inventory_import"; + + return url; +} + +std::string getMarketplaceURL_UserStatus() +{ + std::string url = getMarketplaceBaseURL(); + + url += "/user_status"; + + return url; +} + + +static bool gMarketplaceSyncEnabled = false; + +bool getMarketplaceSyncEnabled() +{ + return gMarketplaceSyncEnabled; +} + +void setMarketplaceSyncEnabled(bool syncEnabled) +{ + gMarketplaceSyncEnabled = syncEnabled; +} diff --git a/indra/newview/llmarketplacefunctions.h b/indra/newview/llmarketplacefunctions.h new file mode 100644 index 0000000000..e80e6a471c --- /dev/null +++ b/indra/newview/llmarketplacefunctions.h @@ -0,0 +1,42 @@ +/** + * @file llmarketplacefunctions.h + * @brief Miscellaneous marketplace-related functions and classes + * class definition + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#ifndef LL_LLMARKETPLACEFUNCTIONS_H +#define LL_LLMARKETPLACEFUNCTIONS_H + + +std::string getMarketplaceURL_InventoryImport(); +std::string getMarketplaceURL_UserStatus(); + +bool getMarketplaceSyncEnabled(); +void setMarketplaceSyncEnabled(bool syncEnabled); + + +#endif // LL_LLMARKETPLACEFUNCTIONS_H + + + diff --git a/indra/newview/llpanelmarketplaceoutbox.cpp b/indra/newview/llpanelmarketplaceoutbox.cpp index 73fb92ff72..2764527c44 100644 --- a/indra/newview/llpanelmarketplaceoutbox.cpp +++ b/indra/newview/llpanelmarketplaceoutbox.cpp @@ -35,6 +35,7 @@ #include "lleventcoro.h" #include "llinventorypanel.h" #include "llloadingindicator.h" +#include "llmarketplacefunctions.h" #include "llnotificationsutil.h" #include "llpanelmarketplaceinbox.h" #include "llsdutil.h" @@ -82,7 +83,7 @@ void LLPanelMarketplaceOutbox::handleLoginComplete() { mSyncButton = getChild("outbox_sync_btn"); mSyncButton->setCommitCallback(boost::bind(&LLPanelMarketplaceOutbox::onSyncButtonClicked, this)); - mSyncButton->setEnabled(!isOutboxEmpty()); + mSyncButton->setEnabled(getMarketplaceSyncEnabled() && !isOutboxEmpty()); mSyncIndicator = getChild("outbox_sync_indicator"); } @@ -223,20 +224,7 @@ void LLPanelMarketplaceOutbox::onSyncButtonClicked() updateSyncButtonStatus(); // Make the url for the inventory import request - std::string url = "https://marketplace.secondlife.com/"; - - if (!LLGridManager::getInstance()->isInProductionGrid()) - { - std::string gridLabel = LLGridManager::getInstance()->getGridLabel(); - url = llformat("https://marketplace.%s.lindenlab.com/", utf8str_tolower(gridLabel).c_str()); - - // TEMP for Jim's pdp - //url = "http://pdp24.lindenlab.com:3000/"; - } - - url += "api/1/users/"; - url += gAgent.getID().getString(); - url += "/inventory_import"; + std::string url = getMarketplaceURL_InventoryImport(); llinfos << "http get: " << url << llendl; LLHTTPClient::get(url, new LLInventorySyncResponder(this), LLViewerMedia::getHeaders()); @@ -311,7 +299,7 @@ void LLPanelMarketplaceOutbox::updateSyncButtonStatus() mSyncIndicator->setVisible(false); mSyncButton->setVisible(true); - mSyncButton->setEnabled(!isOutboxEmpty()); + mSyncButton->setEnabled(getMarketplaceSyncEnabled() && !isOutboxEmpty()); } } @@ -352,7 +340,7 @@ void LLPanelMarketplaceOutbox::draw() if (!isSyncInProgress()) { - mSyncButton->setEnabled(not_empty); + mSyncButton->setEnabled(getMarketplaceSyncEnabled() && not_empty); } LLPanel::draw(); diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index e7f05dcaa3..b60881b5f1 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -26,51 +26,49 @@ #include "llviewerprecompiledheaders.h" +#include "llviewermedia.h" + #include "llagent.h" #include "llagentcamera.h" -#include "llviewermedia.h" -#include "llviewermediafocus.h" -#include "llmimetypes.h" +#include "llappviewer.h" +#include "llaudioengine.h" // for gAudiop +#include "llcallbacklist.h" +#include "lldir.h" +#include "lldiriterator.h" +#include "llevent.h" // LLSimpleListener +#include "llfilepicker.h" +#include "llfloatermediabrowser.h" // for handling window close requests and geometry change requests in media browser windows. +#include "llfloaterwebcontent.h" // for handling window close requests and geometry change requests in media browser windows. +#include "llfocusmgr.h" +#include "llkeyboard.h" +#include "lllogininstance.h" +#include "llmarketplacefunctions.h" #include "llmediaentry.h" +#include "llmimetypes.h" +#include "llmutelist.h" +#include "llnotifications.h" +#include "llnotificationsutil.h" +#include "llpanelprofile.h" +#include "llparcel.h" +#include "llpluginclassmedia.h" +#include "llplugincookiestore.h" +#include "llurldispatcher.h" +#include "lluuid.h" #include "llversioninfo.h" #include "llviewercontrol.h" -#include "llviewertexture.h" +#include "llviewermediafocus.h" #include "llviewerparcelmedia.h" #include "llviewerparcelmgr.h" +#include "llviewerregion.h" +#include "llviewertexture.h" #include "llviewertexturelist.h" -#include "llvovolume.h" -#include "llpluginclassmedia.h" -#include "llplugincookiestore.h" #include "llviewerwindow.h" -#include "llfocusmgr.h" -#include "llcallbacklist.h" -#include "llparcel.h" -#include "llaudioengine.h" // for gAudiop -#include "llurldispatcher.h" #include "llvoavatar.h" #include "llvoavatarself.h" -#include "llviewerregion.h" +#include "llvovolume.h" #include "llwebsharing.h" // For LLWebSharing::setOpenIDCookie(), *TODO: find a better way to do this! -#include "llfilepicker.h" -#include "llnotifications.h" -#include "lldir.h" -#include "lldiriterator.h" -#include "llevent.h" // LLSimpleListener -#include "llnotificationsutil.h" -#include "lluuid.h" -#include "llkeyboard.h" -#include "llmutelist.h" -#include "llpanelprofile.h" -#include "llappviewer.h" -#include "lllogininstance.h" -//#include "llfirstuse.h" -#include "llviewernetwork.h" #include "llwindow.h" - -#include "llfloatermediabrowser.h" // for handling window close requests and geometry change requests in media browser windows. -#include "llfloaterwebcontent.h" // for handling window close requests and geometry change requests in media browser windows. - #include // for SkinFolder listener #include @@ -1394,14 +1392,20 @@ public: #if ENABLE_INVENTORY_DISPLAY_OUTBOX gSavedSettings.setBOOL("InventoryDisplayOutbox", true); #endif + + setMarketplaceSyncEnabled(true); } else if (status == 401) { // API is available for use but OpenID authorization failed gSavedSettings.setBOOL("InventoryDisplayInbox", true); + + setMarketplaceSyncEnabled(false); } else { + setMarketplaceSyncEnabled(false); + // API in unavailable llinfos << "Marketplace API is unavailable -- Inbox may be disabled, status = " << status << ", reason = " << reason << llendl; } @@ -1411,20 +1415,7 @@ public: void doOnetimeEarlyHTTPRequests() { - std::string url = "https://marketplace.secondlife.com/"; - - if (!LLGridManager::getInstance()->isInProductionGrid()) - { - std::string gridLabel = LLGridManager::getInstance()->getGridLabel(); - url = llformat("https://marketplace.%s.lindenlab.com/", utf8str_tolower(gridLabel).c_str()); - - // TEMP for Jim's pdp - //url = "http://pdp24.lindenlab.com:3000/"; - } - - url += "api/1/users/"; - url += gAgent.getID().getString(); - url += "/user_status"; + std::string url = getMarketplaceURL_UserStatus(); llinfos << "http get: " << url << llendl; LLHTTPClient::get(url, new LLInventoryUserStatusResponder(), LLViewerMedia::getHeaders()); -- cgit v1.2.3 From 8a1baaea6c0462b645499e8e7b88345e46b92621 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 17:08:39 -0500 Subject: SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia --- .../app_settings/shaders/class1/avatar/pickAvatarF.glsl | 6 +++++- .../newview/app_settings/shaders/class1/deferred/alphaF.glsl | 9 ++++----- .../shaders/class1/deferred/alphaNonIndexedF.glsl | 6 ++++-- .../shaders/class1/deferred/alphaNonIndexedNoColorF.glsl | 6 ++++-- .../app_settings/shaders/class1/deferred/alphaSkinnedV.glsl | 2 +- .../shaders/class1/deferred/attachmentShadowF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/avatarF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/avatarShadowF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/blurLightF.glsl | 6 ++++-- .../newview/app_settings/shaders/class1/deferred/bumpF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/cloudsF.glsl | 3 +++ .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 5 ++++- .../shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl | 6 +++++- .../shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl | 4 ++++ .../app_settings/shaders/class1/deferred/diffuseF.glsl | 4 +++- .../shaders/class1/deferred/diffuseIndexedF.glsl | 6 +++++- .../app_settings/shaders/class1/deferred/emissiveF.glsl | 6 ++++-- .../app_settings/shaders/class1/deferred/fullbrightF.glsl | 6 ++++-- indra/newview/app_settings/shaders/class1/deferred/giF.glsl | 8 +++++--- .../app_settings/shaders/class1/deferred/impostorF.glsl | 6 +++++- .../app_settings/shaders/class1/deferred/luminanceF.glsl | 8 +++++--- .../shaders/class1/deferred/multiPointLightF.glsl | 8 ++++---- .../shaders/class1/deferred/multiSpotLightF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/pointLightF.glsl | 6 ++++-- .../app_settings/shaders/class1/deferred/postDeferredF.glsl | 4 ++++ .../shaders/class1/deferred/postDeferredNoDoFF.glsl | 4 ++++ .../shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 4 ++++ .../shaders/class1/deferred/postDeferredNoFXAAF.glsl | 4 ++++ .../app_settings/shaders/class1/deferred/postgiF.glsl | 10 +++++----- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 6 +++++- .../app_settings/shaders/class1/deferred/shadowF.glsl | 4 +++- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ++++-- .../app_settings/shaders/class1/deferred/spotLightF.glsl | 7 +++++-- .../newview/app_settings/shaders/class1/deferred/starsF.glsl | 6 +++++- .../app_settings/shaders/class1/deferred/sunLightF.glsl | 6 ++++-- .../app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 5 ++++- .../app_settings/shaders/class1/deferred/terrainF.glsl | 4 +++- .../newview/app_settings/shaders/class1/deferred/treeF.glsl | 4 +++- .../app_settings/shaders/class1/deferred/treeShadowF.glsl | 6 +++++- .../newview/app_settings/shaders/class1/deferred/waterF.glsl | 6 ++++-- .../app_settings/shaders/class1/effects/glowExtractF.glsl | 6 ++++-- .../app_settings/shaders/class1/effects/glowExtractMSF.glsl | 6 ++++-- indra/newview/app_settings/shaders/class1/effects/glowF.glsl | 4 +++- .../app_settings/shaders/class1/environment/terrainF.glsl | 4 +++- .../shaders/class1/environment/terrainWaterF.glsl | 4 +++- .../app_settings/shaders/class1/environment/underWaterF.glsl | 4 +++- .../app_settings/shaders/class1/environment/waterF.glsl | 4 +++- .../app_settings/shaders/class1/interface/customalphaF.glsl | 6 +++++- .../app_settings/shaders/class1/interface/debugF.glsl | 6 +++++- .../app_settings/shaders/class1/interface/glowcombineF.glsl | 6 +++++- .../shaders/class1/interface/glowcombineFXAAF.glsl | 4 ++++ .../app_settings/shaders/class1/interface/highlightF.glsl | 3 +++ .../app_settings/shaders/class1/interface/occlusionF.glsl | 4 ++++ .../shaders/class1/interface/onetexturenocolorF.glsl | 6 +++++- .../app_settings/shaders/class1/interface/solidcolorF.glsl | 6 +++++- .../shaders/class1/interface/splattexturerectF.glsl | 4 ++++ .../shaders/class1/interface/twotextureaddF.glsl | 6 +++++- indra/newview/app_settings/shaders/class1/interface/uiF.glsl | 6 +++++- .../newview/app_settings/shaders/class1/lighting/lightF.glsl | 4 ++++ .../shaders/class1/lighting/lightFullbrightF.glsl | 4 +++- .../shaders/class1/lighting/lightFullbrightShinyF.glsl | 4 +++- .../shaders/class1/lighting/lightFullbrightShinyWaterF.glsl | 4 +++- .../shaders/class1/lighting/lightFullbrightWaterF.glsl | 5 +++-- .../app_settings/shaders/class1/lighting/lightShinyF.glsl | 5 ++++- .../shaders/class1/lighting/lightShinyWaterF.glsl | 5 ++++- .../app_settings/shaders/class1/lighting/lightWaterF.glsl | 4 ++++ indra/newview/app_settings/shaders/class1/objects/bumpF.glsl | 6 +++++- .../app_settings/shaders/class1/objects/impostorF.glsl | 6 +++++- .../newview/app_settings/shaders/class2/deferred/alphaF.glsl | 10 ++++------ .../shaders/class2/deferred/alphaNonIndexedF.glsl | 12 +++++------- .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 6 ++++-- .../newview/app_settings/shaders/class2/deferred/edgeF.glsl | 7 ++++--- .../app_settings/shaders/class2/deferred/edgeMSF.glsl | 6 ++++-- .../shaders/class2/deferred/multiSpotLightF.glsl | 8 +++++--- .../shaders/class2/deferred/multiSpotLightMSF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/softenLightF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/softenLightMSF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/spotLightF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/spotLightMSF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/sunLightMSF.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 6 ++++-- .../shaders/class2/deferred/sunLightSSAOMSF.glsl | 6 ++++-- .../app_settings/shaders/class2/effects/colorFilterF.glsl | 4 +++- .../app_settings/shaders/class2/effects/extractF.glsl | 4 +++- .../app_settings/shaders/class2/effects/nightVisionF.glsl | 4 +++- .../newview/app_settings/shaders/class2/effects/simpleF.glsl | 4 +++- .../app_settings/shaders/class2/environment/terrainF.glsl | 3 +++ .../shaders/class2/environment/terrainWaterF.glsl | 6 +++++- .../app_settings/shaders/class2/environment/underWaterF.glsl | 4 +++- .../app_settings/shaders/class2/environment/waterF.glsl | 4 +++- .../shaders/class2/lighting/lightAlphaMaskF.glsl | 3 +++ .../shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl | 5 ++++- .../newview/app_settings/shaders/class2/lighting/lightF.glsl | 6 +++++- .../shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl | 6 +++++- .../shaders/class2/lighting/lightFullbrightF.glsl | 6 +++++- .../class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl | 6 +++++- .../shaders/class2/lighting/lightFullbrightNonIndexedF.glsl | 6 +++++- .../shaders/class2/lighting/lightFullbrightShinyF.glsl | 6 +++++- .../class2/lighting/lightFullbrightShinyNonIndexedF.glsl | 6 +++++- .../shaders/class2/lighting/lightFullbrightShinyWaterF.glsl | 3 +++ .../lighting/lightFullbrightShinyWaterNonIndexedF.glsl | 3 +++ .../class2/lighting/lightFullbrightWaterAlphaMaskF.glsl | 4 ++++ .../shaders/class2/lighting/lightFullbrightWaterF.glsl | 6 +++++- .../lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 6 +++++- .../class2/lighting/lightFullbrightWaterNonIndexedF.glsl | 5 ++++- .../shaders/class2/lighting/lightNonIndexedF.glsl | 4 ++++ .../app_settings/shaders/class2/lighting/lightShinyF.glsl | 5 ++++- .../shaders/class2/lighting/lightShinyNonIndexedF.glsl | 4 ++++ .../shaders/class2/lighting/lightShinyWaterF.glsl | 5 ++++- .../shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl | 5 ++++- .../shaders/class2/lighting/lightWaterAlphaMaskF.glsl | 6 +++++- .../class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl | 6 +++++- .../app_settings/shaders/class2/lighting/lightWaterF.glsl | 5 ++++- .../shaders/class2/lighting/lightWaterNonIndexedF.glsl | 5 ++++- .../app_settings/shaders/class2/windlight/cloudsF.glsl | 4 +++- .../newview/app_settings/shaders/class2/windlight/skyF.glsl | 4 +++- .../app_settings/shaders/class3/deferred/giDownsampleF.glsl | 7 ++++--- indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 8 +++++--- .../app_settings/shaders/class3/deferred/giFinalF.glsl | 6 ++++-- .../app_settings/shaders/class3/deferred/luminanceF.glsl | 6 ++++-- .../app_settings/shaders/class3/deferred/postDeferredF.glsl | 7 ++++--- .../app_settings/shaders/class3/deferred/postgiF.glsl | 6 ++++-- .../app_settings/shaders/class3/deferred/softenLightF.glsl | 6 ++++-- .../newview/app_settings/shaders/class3/deferred/treeF.glsl | 5 ++++- 126 files changed, 503 insertions(+), 171 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index a64f6ea55c..a009d0dd86 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 23142a3516..c40a62e49c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; vec4 diffuseLookup(vec2 texcoord); @@ -81,8 +83,5 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1); - //gl_FragColor = vec4(1,0,1,1)*shadow; - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 332bc9c262..3f6d6a8fd6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index e8a2318f39..e24734c2db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index e5899872db..15781bc92d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -101,7 +101,7 @@ void main() pos = trans * vec4(position.xyz, 1.0); norm = position.xyz + normal.xyz; - norm = normalize(( trans*vec4(norojrm, 1.0) ).xyz-pos.xyz); + norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 40fa59b637..f899ecabe0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -22,7 +22,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index b1fc9da855..945a1e71a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -22,8 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index c9386062c6..4591bb9397 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index e0a25b505a..1b04be7d9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 379420a8a0..463c61090f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 127136a12c..73e726fe15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,6 +24,9 @@ */ +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 51d67d2790..f3351c08bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 8868d33705..7d83b9a72c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + VARYING vec3 vary_normal; uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 2f46d43b9d..a24623d7b5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -24,6 +24,10 @@ */ +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index aaf89a22ef..a8e5ae4a62 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index e08e52c7cf..9a0e511bef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 6cf563189a..fdcce78940 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index f54827f720..25d5906b77 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index 72c5a93087..55b816041b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2D noiseMap; @@ -182,5 +184,5 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragData[0].xyz = giAmbient(pos, norm); + gl_FragColor.xyz = giAmbient(pos, norm); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index e98f9aef87..a929c0e4f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 4f13167c1c..f17c64e751 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - - + uniform sampler2DRect diffuseMap; +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec2 vary_fragcoord; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 279a2fa78d..585faf6cd5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; @@ -141,6 +143,4 @@ void main() gl_FragColor.rgb = out_col; gl_FragColor.a = 0.0; - - //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index dff6360726..6351a5ac0d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif //class 1 -- no shadows diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 0fc23fecb4..60f99fac15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 64044590c9..c8ee1dac00 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + #define FXAA_PC 1 //#define FXAA_GLSL_130 1 #define FXAA_QUALITY__PRESET 12 diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 16b61897d5..7f16c32331 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + #define FXAA_PC 1 //#define FXAA_GLSL_130 1 #define FXAA_QUALITY__PRESET 12 diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl index a1986fca9a..e3a5462589 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl index 84c23c97a0..55e07db879 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect edgeMap; uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index a172f49d87..0f85a299a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -22,9 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - + #ifndef gl_FragColor + out vec4 gl_FragColor; + #endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect giLightMap; @@ -94,7 +96,5 @@ void main() col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - gl_FragData[0].xyz = col; - - //gl_FragColor = ccol; + gl_FragColor.rgb = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index c63a627971..a35826ce7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index ee0ea84e6f..608ac4d3de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 post_pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 26c7165e06..dac1ee1294 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index fa1d2cc7a7..e86b0445ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 20970fc4ba..8eac16d3f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -23,10 +23,13 @@ * $/LicenseInfo$ */ - - + #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 8eb4be7177..7986320c38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 78ea15e87a..1114a0f0c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -23,12 +23,14 @@ * $/LicenseInfo$ */ - - //class 1, no shadow, no SSAO, should never be called #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + void main() { gl_FragColor = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 797648202d..96f3248e55 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -23,9 +23,12 @@ */ - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + //class 1 -- no shadow, SSAO only uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index effa994a48..3112a1ea7f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform sampler2D detail_0; uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index b0ef348cd1..06071056ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -22,8 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 22ebaa9be6..910b8f6c8c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d10548cbef..43cd4c2eed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index a34e76d25a..b2d3a135ba 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseMap; uniform float minLuminance; uniform float maxExtractAlpha; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl index cbf4dc4bea..18b6e503e1 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DMS diffuseMap; uniform float minLuminance; uniform float maxExtractAlpha; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 3d17a20fbb..8e83e53b78 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; uniform float glowStrength; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 5d72390d2d..5f12b18398 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D detail0; uniform sampler2D detail1; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 307b87e086..0d1d7d6b89 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -22,8 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif // this class1 shader is just a copy of terrainF diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 48eea0bdda..4ad1b82e0a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 1bb04ceb34..8aa4cb5434 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 66f3e1ae11..765040a27f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D diffuseMap; uniform float custom_alpha; diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index d43bf3fb50..d89c7b0072 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform vec4 color; void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index caff5fc324..8023545c4e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + #extension GL_ARB_texture_rectangle : enable uniform sampler2D glowMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 3e972f0cb4..57e9f93768 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D glowMap; uniform sampler2DRect screenMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 1d37b97bf1..ce5409c816 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform vec4 color; uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index 57248699cb..5f91ce5e80 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,6 +23,10 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + void main() { gl_FragColor = vec4(1,1,1,1); diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index d860106305..95b7632521 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D tex0; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index a25c9a08fb..7ba2d07ca4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D tex0; VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index 9a295ce9f2..b085eb1760 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect screenMap; VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index 3ded949943..9cbdfea2df 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D tex0; uniform sampler2D tex1; diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 2602e489c8..0c5479af36 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D diffuseMap; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 0a687d7a33..7f23c5e78c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,6 +23,10 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 7ba6e9dec9..b67203065f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 00c08d59ef..d9b7ba0db1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index 2140b2f612..0ace495d5a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -22,7 +22,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index ab6b561f08..fac476e2ce 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -23,8 +23,9 @@ * $/LicenseInfo$ */ - - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 183582e41f..b1ab065712 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 9c9f7ca658..05c9310a37 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 1a041c26ca..27d05baaa7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -22,6 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 53c0e77b48..664967d36f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2D texture0; uniform sampler2D texture1; diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index e5bf5bf2d3..8a4932122f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 4fffb9e97f..ab4ed093c8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -136,10 +138,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - //gl_FragColor = vertex_color; gl_FragColor = color; - //gl_FragColor.r = 0.0; - //gl_FragColor = vec4(1,shadow,1,1); - } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 30aa82473a..a9ee534bdf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; @@ -136,10 +138,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - //gl_FragColor = vertex_color; - gl_FragColor = color; - //gl_FragColor.r = 0.0; - //gl_FragColor = vec4(1,shadow,1,1); - + gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 9370b484b8..98dd9d4a1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 4fc6c00caf..96e71b46d7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; @@ -77,5 +79,4 @@ void main() ne = step(norm_cutoff, ne); gl_FragColor.a = dot(de,de)+dot(ne,ne); - //gl_FragColor.a = dot(de,de); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index 11a7cf846d..540c71c5e3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index d1f2db6188..409db862e6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - - + #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index 74f78cfc06..9e7542c01c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; uniform sampler2DMS diffuseRect; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index e9f1a3d3a5..642145a856 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 6b979b13ed..ab187ccfa5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS normalMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 19a1d1f165..c2e36abbd6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 85fea56411..50369cb205 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; uniform sampler2DMS diffuseRect; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index bb742adb62..efb1984874 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + //class 2, shadows, no SSAO uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl index 4933eb00b7..96b6140c0a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -23,11 +23,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + //class 2, shadows, no SSAO uniform sampler2DMS depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 042bb5f96c..1886178731 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,10 +22,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + //class 2 -- shadows and SSAO uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl index e138ae5841..4a2ba0afc5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -22,11 +22,13 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + //class 2 -- shadows and SSAO uniform sampler2DMS depthMap; diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index 8d673237b8..439855910e 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -22,8 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect RenderTexture; uniform float brightness; diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index 06b83e3f5f..786c00f946 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect RenderTexture; uniform float extractLow; diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index 3050fa63cc..4074540591 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect RenderTexture; uniform sampler2D NoiseTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index 74e9559185..7e8be3c19c 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index 6b9c629644..eed8b3cc01 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec4 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index 9f1c4797c9..c48333aa87 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index e4b6402a8c..90a7aab62e 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 0de77e6fe0..33ffeaefb0 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl index ea17e42fab..7325e0fe4e 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl index 155d0756be..9a9f8fbf75 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index 43970015c5..c2847bbce8 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl index c6583a54df..29dbcb2d8c 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index ba2e8608f1..5dd8822a68 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 76f468d914..ccd8fddb99 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl index e88bf7f0ab..14d44de3d5 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index 045fc5276d..6cb6453f58 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl index 93b14ad692..8940e1683b 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index ffc91d9ee1..560702c8ce 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -22,6 +22,9 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index 3f582d3228..b8b6a22a43 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -22,6 +22,9 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl index fb2b642022..748e30b8fb 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -23,6 +23,10 @@ * $/LicenseInfo$ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 258cad3cfe..5a47f85833 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 3f2802cbb8..8430091bf5 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl index 23700fa1b0..fe9f330215 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl index 09f02b9288..fc88010978 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -22,6 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index 66a2462b88..9f416090aa 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl index 477408f5af..abc41fc09a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -22,6 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 6df8641b47..99df846e68 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl index fce717d93a..d67aeb6655 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl index 4658b46a38..ad219d0d2a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl index 0db9253cd1..3ec16b1681 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform float minimum_alpha; uniform float maximum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index a691d4f54a..4dddc95afd 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl index 6f5d6cd1c8..f89b2dcea2 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index ea60d1df6c..d06e80ec35 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 5c9ee5fd63..be9fefcb33 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index eb9256b41b..af8c05dbeb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -24,6 +24,9 @@ */ +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif uniform sampler2DRect giLightMap; @@ -100,7 +103,5 @@ void main() col = col*blur_quad.y; - gl_FragData[0].xyz = col; - - //gl_FragColor = ccol; + gl_FragColor.xyz = col; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index ba1d29b044..dad62a074a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor; +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -207,5 +209,5 @@ void main() vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); - gl_FragData[0].xyz = mix(vec3(0), ambient, da); + gl_FragColor.xyz = mix(vec3(0), ambient, da); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index e3d5fdcf10..5fbbc0a0cc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform sampler2DRect edgeMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 7c290fc993..53bbcc0300 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect lightMap; uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 662f5fb6be..6d17942683 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; @@ -96,5 +98,4 @@ void main() col.rgb += bcol*lum; gl_FragColor = col; - //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index ecab3baeee..44b36d3307 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect giLightMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 664cec64c3..cc6d080344 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 80e08e8270..4d4b5b190a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +#ifndef gl_FragData +out vec4 gl_FragData[3]; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -- cgit v1.2.3 From 4f99ace06944a704e46cc3014607f3a5a4ef246b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2011 00:19:19 -0500 Subject: SH-2243 work in progress -- put back ambient lighting when atmospheric shaders disabled. --- .../shaders/class1/deferred/alphaSkinnedV.glsl | 2 +- .../shaders/class1/lighting/lightSpecularV.glsl | 3 ++- .../shaders/class1/lighting/lightV.glsl | 3 ++- .../class1/windlight/atmosphericsHelpersV.glsl | 3 ++- indra/newview/llviewerdisplay.cpp | 12 ++++------- indra/newview/llviewerwindow.cpp | 11 +++------- indra/newview/pipeline.cpp | 24 +++++++--------------- 7 files changed, 21 insertions(+), 37 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 15781bc92d..b07c1fda9b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -105,7 +105,7 @@ void main() vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; - + GL vary_position = pos.xyz; vary_normal = norm; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index bf6ed5988e..265d548ce9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -26,6 +26,7 @@ uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient; float calcDirectionalLight(vec3 n, vec3 l); @@ -36,7 +37,7 @@ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularCo vec4 col; col.a = color.a; - col.rgb = baseCol.rgb; //need ambient? + col.rgb = baseCol.rgb + light_ambient.rgb; col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 79e2207932..b886f97743 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -26,6 +26,7 @@ uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient; float calcDirectionalLight(vec3 n, vec3 l); @@ -34,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) vec4 col; col.a = color.a; - col.rgb = baseLight.rgb; //need ambient? + col.rgb = baseLight.rgb+light_ambient.rgb; col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 9aa583afa1..ed0249330e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -24,10 +24,11 @@ */ uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient; vec3 atmosAmbient(vec3 light) { - return light; //need ambient? + return light + light_ambient.rgb; } vec3 atmosAffectDirectionalLight(float lightIntensity) diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 22f4db56dd..4f3127805f 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -522,14 +522,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // Slam lighting parameters back to our defaults. // Note that these are not the same as GL defaults... - if (!LLGLSLShader::sNoFixedFunction) - { - stop_glerror(); - F32 one[4] = {1.f, 1.f, 1.f, 1.f}; - glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one); - stop_glerror(); - } - + stop_glerror(); + gGL.setAmbientLightColor(LLColor4::white); + stop_glerror(); + ///////////////////////////////////// // // Render diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index cd9dc461d5..cfdbfd3f03 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1712,10 +1712,8 @@ void LLViewerWindow::initGLDefaults() gGL.setSceneBlendType(LLRender::BT_ALPHA); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - F32 ambient[4] = {0.f,0.f,0.f,0.f }; - F32 diffuse[4] = {1.f,1.f,1.f,1.f }; - glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient); - glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse); + glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV); + glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV); glPixelStorei(GL_PACK_ALIGNMENT,1); glPixelStorei(GL_UNPACK_ALIGNMENT,1); @@ -1725,10 +1723,7 @@ void LLViewerWindow::initGLDefaults() // lights for objects glShadeModel( GL_SMOOTH ); - if (!LLGLSLShader::sNoFixedFunction) - { - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); - } + gGL.setAmbientLightColor(LLColor4::black); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ebad1f77c4..db614388f4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5057,7 +5057,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (!LLGLSLShader::sNoFixedFunction) { LLColor4 ambient = gSky.getTotalAmbientColor(); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + gGL.setAmbientLightColor(ambient); } // Light 0 = Sun or Moon (All objects) @@ -5285,12 +5285,8 @@ void LLPipeline::enableLights(U32 mask) mLightMask = mask; stop_glerror(); - if (!LLGLSLShader::sNoFixedFunction) - { - LLColor4 ambient = gSky.getTotalAmbientColor(); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); - } - + LLColor4 ambient = gSky.getTotalAmbientColor(); + gGL.setAmbientLightColor(ambient); } } @@ -5342,10 +5338,10 @@ void LLPipeline::enableLightsPreview() if (!LLGLSLShader::sNoFixedFunction) { glEnable(GL_LIGHTING); - LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); } + LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); + gGL.setAmbientLightColor(ambient); LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0"); @@ -5403,10 +5399,7 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) setupAvatarLights(TRUE); enableLights(mask); - if (!LLGLSLShader::sNoFixedFunction) - { - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); - } + gGL.setAmbientLightColor(color); } void LLPipeline::enableLightsFullbright(const LLColor4& color) @@ -5415,10 +5408,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) U32 mask = 0x1000; // Non-0 mask, set ambient enableLights(mask); - if (!LLGLSLShader::sNoFixedFunction) - { - glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); - } + gGL.setAmbientLightColor(color); } void LLPipeline::disableLights() -- cgit v1.2.3 From 0c2876ef2c9c9b5e739329de9a2c261185b094f1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2011 00:25:49 -0500 Subject: SH-2243 work in progress -- how'd that GL get there? --- indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index b07c1fda9b..15781bc92d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -105,7 +105,7 @@ void main() vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; - GL + vary_position = pos.xyz; vary_normal = norm; -- cgit v1.2.3 From 421e52ff98b67398843482713d754678a7153f50 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2011 02:36:43 -0500 Subject: SH-2243 work in progress -- gDEBugger guided removal of deprecated state changes --- indra/newview/lldrawpoolterrain.cpp | 13 +++---------- indra/newview/llvosky.cpp | 5 ++++- indra/newview/pipeline.cpp | 16 +++++++++++++--- 3 files changed, 20 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index cac8439eb8..5078da02e3 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -383,14 +383,11 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(4)->disable(); gGL.getTexUnit(4)->activate(); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(3)->disable(); gGL.getTexUnit(3)->activate(); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); @@ -398,8 +395,7 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->disable(); gGL.getTexUnit(2)->activate(); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); @@ -407,8 +403,7 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->disable(); gGL.getTexUnit(1)->activate(); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); @@ -419,8 +414,6 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index ef21e7373e..29ca16ede6 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -2162,7 +2162,10 @@ void LLVOSky::updateFog(const F32 distance) glFogf(GL_FOG_DENSITY, fog_density); - glHint(GL_FOG_HINT, GL_NICEST); + if (!LLGLSLShader::sNoFixedFunction) + { + glHint(GL_FOG_HINT, GL_NICEST); + } stop_glerror(); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index db614388f4..2248d18155 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5236,7 +5236,11 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) } // Init GL state - glDisable(GL_LIGHTING); + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHTING); + } + for (S32 i = 0; i < 8; ++i) { gGL.getLight(i)->disable(); @@ -5257,7 +5261,10 @@ void LLPipeline::enableLights(U32 mask) stop_glerror(); if (!mLightMask) { - glEnable(GL_LIGHTING); + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHTING); + } } if (mask) { @@ -5280,7 +5287,10 @@ void LLPipeline::enableLights(U32 mask) } else { - glDisable(GL_LIGHTING); + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHTING); + } } mLightMask = mask; stop_glerror(); -- cgit v1.2.3 From 2ead1691317e9bf32e996fa1f6a70f6a2a9ced02 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 19 Sep 2011 17:41:29 -0500 Subject: SH-2243 fix for error in cloth shader --- indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 9a14d496e9..7fb3cb6552 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -129,8 +129,4 @@ void main() vertex_color = color; gl_Position = projection_matrix * pos; - - - vary_texcoord2 = vec4(pos.xyz, 1.0); - } -- cgit v1.2.3 From 9ea41c8094695365bc7ea10165ffd54cda204e88 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 20 Sep 2011 00:54:37 -0500 Subject: SH-2243 No deprecated calls for the whole session. --- .../shaders/class1/interface/alphamaskF.glsl | 47 ++++++++++ .../shaders/class1/interface/alphamaskV.glsl | 42 +++++++++ indra/newview/lldynamictexture.cpp | 5 - indra/newview/llfloatermodelpreview.cpp | 21 +++++ indra/newview/llstartup.cpp | 5 - indra/newview/lltexlayer.cpp | 103 +++++++++++++++++++-- indra/newview/llviewershadermgr.cpp | 13 +++ indra/newview/llviewershadermgr.h | 3 +- indra/newview/llviewerwindow.cpp | 33 ++++--- 9 files changed, 239 insertions(+), 33 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl new file mode 100644 index 0000000000..433ecc9d2a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -0,0 +1,47 @@ +/** + * @file alphamaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + +uniform sampler2D diffuseMap; + +uniform float minimum_alpha; +uniform float maximum_alpha; + +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + +void main() +{ + vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragColor = col; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl new file mode 100644 index 0000000000..3580d1f27b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl @@ -0,0 +1,42 @@ +/** + * @file alphamaskV.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 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + gl_Position = modelview_projection_matrix * vec4(position, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} + diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 6f9ff6c210..5d6081a35c 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -211,9 +211,6 @@ BOOL LLViewerDynamicTexture::updateAllInstances() LLGLSLShader::bindNoShader(); LLVertexBuffer::unbind(); - bool no_ff = LLGLSLShader::sNoFixedFunction; - LLGLSLShader::sNoFixedFunction = false; - BOOL result = FALSE; BOOL ret = FALSE ; for( S32 order = 0; order < ORDER_COUNT; order++ ) @@ -244,8 +241,6 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } - LLGLSLShader::sNoFixedFunction = no_ff; - return ret; } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 6412a573f5..4e06fb434a 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -102,6 +102,7 @@ #include "llviewerobjectlist.h" #include "llanimationstates.h" #include "llviewernetwork.h" +#include "llviewershadermgr.h" #include "glod/glod.h" #include @@ -4729,6 +4730,8 @@ BOOL LLModelPreview::render() LLMutexLock lock(this); mNeedsUpdate = FALSE; + bool use_shaders = LLGLSLShader::sNoFixedFunction; + bool edges = mViewOption["show_edges"]; bool joint_positions = mViewOption["show_joint_positions"]; bool skin_weight = mViewOption["show_skin_weight"]; @@ -4745,6 +4748,10 @@ BOOL LLModelPreview::render() LLGLDisable fog(GL_FOG); { + if (use_shaders) + { + gUIProgram.bind(); + } //clear background to blue gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); @@ -4764,6 +4771,10 @@ BOOL LLModelPreview::render() gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); + if (use_shaders) + { + gUIProgram.unbind(); + } } LLFloaterModelPreview* fmp = LLFloaterModelPreview::sInstance; @@ -4895,6 +4906,11 @@ BOOL LLModelPreview::render() const U32 type_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0; + if (use_shaders) + { + gObjectPreviewProgram.bind(); + } + LLGLEnable normalize(GL_NORMALIZE); if (!mBaseModel.empty() && mVertexBuffer[5].empty()) @@ -5297,6 +5313,11 @@ BOOL LLModelPreview::render() } } + if (use_shaders) + { + gObjectPreviewProgram.unbind(); + } + gGL.popMatrix(); return TRUE; diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp index 749acea6c1..11a4c96f14 100644 --- a/indra/newview/llstartup.cpp +++ b/indra/newview/llstartup.cpp @@ -1919,11 +1919,6 @@ bool idle_startup() LLTrans::getString("LoginPrecaching"), gAgent.mMOTD); display_startup(); - if (!LLViewerShaderMgr::sInitialized) - { - LLViewerShaderMgr::sInitialized = TRUE; - LLViewerShaderMgr::instance()->setShaders(); - } } return TRUE; diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index e2c2b2ae21..9f5cbf6ec8 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -294,13 +294,17 @@ BOOL LLTexLayerSetBuffer::render() const BOOL update_now = mNeedsUpdate && isReadyToUpdate(); BOOL success = TRUE; + + bool use_shaders = LLGLSLShader::sNoFixedFunction; + + if (use_shaders) + { + gAlphaMaskProgram.bind(); + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } LLVertexBuffer::unbind(); - //hack to use fixed function when updating tex layer sets - bool no_ff = LLGLSLShader::sNoFixedFunction; - LLGLSLShader::sNoFixedFunction = false; - // Composite the color data LLGLSUIDefault gls_ui; success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight ); @@ -335,8 +339,12 @@ BOOL LLTexLayerSetBuffer::render() doUpdate(); } + if (use_shaders) + { + gAlphaMaskProgram.unbind(); + } + LLVertexBuffer::unbind(); - LLGLSLShader::sNoFixedFunction = no_ff; // reset GL state gGL.setColorMask(true, true); @@ -927,6 +935,8 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) } } + bool use_shaders = LLGLSLShader::sNoFixedFunction; + LLGLSUIDefault gls_ui; LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE); gGL.setColorMask(true, true); @@ -935,12 +945,20 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) { gGL.flush(); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.0f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); gl_rect_2d_simple( width, height ); gGL.flush(); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } if (mIsVisible) @@ -967,6 +985,11 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.setSceneBlendType(LLRender::BT_REPLACE); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 0.f ); @@ -974,7 +997,10 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.flush(); - + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } return success; @@ -1081,13 +1107,14 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, { const LLTexLayerSetInfo *info = getInfo(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + gGL.setColorMask(false, true); gGL.setSceneBlendType(LLRender::BT_REPLACE); // (Optionally) replace alpha with a single component image from a tga file. if (!info->mStaticAlphaFileName.empty()) { - LLGLSNoAlphaTest gls_no_alpha_test; gGL.flush(); { LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture(info->mStaticAlphaFileName, TRUE); @@ -1106,12 +1133,20 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, // Set the alpha channel to one (clean up after previous blending) gGL.flush(); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); gl_rect_2d_simple( width, height ); gGL.flush(); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } // (Optional) Mask out part of the baked texture with alpha masks @@ -1596,6 +1631,8 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) LLGLEnable color_mat(GL_COLOR_MATERIAL); gPipeline.disableLights(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + LLColor4 net_color; BOOL color_specified = findNetColor(&net_color); @@ -1676,8 +1713,13 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) { if( tex ) { - LLGLDisable alpha_test(getInfo()->mWriteAllChannels ? GL_ALPHA_TEST : 0); - + bool no_alpha_test = getInfo()->mWriteAllChannels; + LLGLDisable alpha_test(no_alpha_test ? GL_ALPHA_TEST : 0); + if (use_shaders && no_alpha_test) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode(); gGL.getTexUnit(0)->bind(tex, TRUE); @@ -1687,6 +1729,11 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) gGL.getTexUnit(0)->setTextureAddressMode(old_mode); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + if (use_shaders && no_alpha_test) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } + } } // else @@ -1719,9 +1766,17 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) color_specified ) { LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4fv( net_color.mV ); gl_rect_2d_simple( width, height ); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } if( alpha_mask_specified || getInfo()->mWriteAllChannels ) @@ -1809,15 +1864,25 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) gGL.flush(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + if( !getInfo()->mStaticImageFileName.empty() ) { LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture( getInfo()->mStaticImageFileName, getInfo()->mStaticImageIsMask ); if( tex ) { LLGLSNoAlphaTest gls_no_alpha_test; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->bind(tex, TRUE); gl_rect_2d_simple_tex( width, height ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } else { @@ -1832,10 +1897,18 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) if (tex) { LLGLSNoAlphaTest gls_no_alpha_test; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->bind(tex); gl_rect_2d_simple_tex( width, height ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); success = TRUE; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } } } @@ -1854,6 +1927,13 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC llassert( !mParamAlphaList.empty() ); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + gGL.setColorMask(false, true); LLTexLayerParamAlpha* first_param = *mParamAlphaList.begin(); @@ -1891,7 +1971,6 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC if( tex && (tex->getComponents() == 4) ) { LLGLSNoAlphaTest gls_no_alpha_test; - LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode(); gGL.getTexUnit(0)->bind(tex, TRUE); @@ -1930,6 +2009,10 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC gl_rect_2d_simple( width, height ); } + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } LLGLSUIDefault gls_ui; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7155311f8e..23351fc994 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -70,6 +70,7 @@ LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; +LLGLSLShader gAlphaMaskProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -219,6 +220,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); mShaderList.push_back(&gDebugProgram); + mShaderList.push_back(&gAlphaMaskProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -674,6 +676,7 @@ void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); gDebugProgram.unload(); + gAlphaMaskProgram.unload(); gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); @@ -2747,6 +2750,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gDebugProgram.createShader(NULL, NULL); } + if (success) + { + gAlphaMaskProgram.mName = "Alpha Mask Shader"; + gAlphaMaskProgram.mShaderFiles.clear(); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB)); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB)); + gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gAlphaMaskProgram.createShader(NULL, NULL); + } + if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 1c9d7f8453..9988d1d4f7 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -275,7 +275,8 @@ extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; -extern LLGLSLShader gDebugProgram; +extern LLGLSLShader gDebugProgram; +extern LLGLSLShader gAlphaMaskProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index cfdbfd3f03..2e2614e429 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1574,6 +1574,12 @@ LLViewerWindow::LLViewerWindow( ignore_pixel_depth, gSavedSettings.getBOOL("RenderDeferred") ? 0 : gSavedSettings.getU32("RenderFSAASamples")); //don't use window level anti-aliasing if FBOs are enabled + if (!LLViewerShaderMgr::sInitialized) + { //immediately initialize shaders + LLViewerShaderMgr::sInitialized = TRUE; + LLViewerShaderMgr::instance()->setShaders(); + } + if (NULL == mWindow) { LLSplashScreen::update(LLTrans::getString("StartupRequireDriverUpdate")); @@ -1710,23 +1716,26 @@ LLViewerWindow::LLViewerWindow( void LLViewerWindow::initGLDefaults() { gGL.setSceneBlendType(LLRender::BT_ALPHA); - glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV); - glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV); - - glPixelStorei(GL_PACK_ALIGNMENT,1); - glPixelStorei(GL_UNPACK_ALIGNMENT,1); + if (!LLGLSLShader::sNoFixedFunction) + { //initialize fixed function state + glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV); + glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV); - // lights for objects - glShadeModel( GL_SMOOTH ); + // lights for objects + glShadeModel( GL_SMOOTH ); - gGL.setAmbientLightColor(LLColor4::black); - - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + glPixelStorei(GL_PACK_ALIGNMENT,1); + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + + gGL.setAmbientLightColor(LLColor4::black); + glCullFace(GL_BACK); // RN: Need this for translation and stretch manip. -- cgit v1.2.3 From 66acb932ba7bbd7fecbe78a34e753b5aab2d2104 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 20 Sep 2011 03:34:09 -0500 Subject: SH-2244 Add "RenderGLCoreProfile" debug setting that allows the viewer to start with a non-compatibility-profile OpenGL context. --- indra/newview/app_settings/settings.xml | 11 +++++++++++ indra/newview/llappviewer.cpp | 2 ++ 2 files changed, 13 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 27598c9aac..32d4097ff3 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8591,6 +8591,17 @@ Value 1.0 + RenderGLCoreProfile + + Comment + Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled. + Persist + 1 + Type + Boolean + Value + 0 + RenderGlow Comment diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 7e597fe5dc..bb0679de74 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -518,6 +518,8 @@ static void settings_to_globals() LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize")); + LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile"); + LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic"); LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor"); LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f; -- cgit v1.2.3 From 812b6c60edbdae57cbe77b9c60c74a4bcbaf24ca Mon Sep 17 00:00:00 2001 From: prep Date: Wed, 21 Sep 2011 15:01:15 -0400 Subject: Fix for sh-2467 --- indra/newview/llfloatermodelpreview.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 75e775072b..b31fa620fe 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -5066,6 +5066,8 @@ BOOL LLModelPreview::render() if (!mModel[mPreviewLOD].empty()) { + mFMP->childEnable("reset_btn"); + bool regen = mVertexBuffer[mPreviewLOD].empty(); if (!regen) { @@ -5563,6 +5565,7 @@ void LLFloaterModelPreview::onReset(void* user_data) assert_main_thread(); LLFloaterModelPreview* fmp = (LLFloaterModelPreview*) user_data; + fmp->childDisable("reset_btn"); LLModelPreview* mp = fmp->mModelPreview; std::string filename = mp->mLODFile[3]; -- cgit v1.2.3 From a2d08a6d80c4be7456d30f728da1838e63eb397f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 00:10:57 -0500 Subject: SH-2244 Fix "RenderGLCoreProfile" actually make a core profile context and modify viewer to run under said context without generating errors. --- indra/newview/app_settings/settings.xml | 2 +- indra/newview/lldrawpoolterrain.cpp | 7 ++- indra/newview/llspatialpartition.cpp | 1 - indra/newview/llviewerjointmesh.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 14 ++++++ indra/newview/llvoavatarself.cpp | 85 +-------------------------------- indra/newview/llvoavatarself.h | 3 -- indra/newview/llvowlsky.cpp | 10 +++- indra/newview/pipeline.cpp | 45 ++--------------- 9 files changed, 33 insertions(+), 136 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 32d4097ff3..a8a7b165a3 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7681,7 +7681,7 @@ Type Boolean Value - 0 + 1 RenderDebugNormalScale diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 5078da02e3..d503d935d0 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -62,13 +62,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : LLFacePool(POOL_TERRAIN), mTexturep(texturep) { + U32 format = GL_ALPHA8; + U32 int_format = GL_ALPHA; + // Hack! sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale"); sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga", TRUE, LLViewerTexture::BOOST_UI, LLViewerTexture::FETCHED_TEXTURE, - GL_ALPHA8, GL_ALPHA, + format, int_format, LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb")); //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get()); @@ -77,7 +80,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c", TRUE, LLViewerTexture::BOOST_UI, LLViewerTexture::FETCHED_TEXTURE, - GL_ALPHA8, GL_ALPHA, + format, int_format, LLUUID("38b86f85-2575-52a9-a531-23108d8da837")); //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get()); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 81d7fe70c1..db5e4a2fb5 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -261,7 +261,6 @@ void LLSpatialGroup::buildOcclusion() { if (mOcclusionVerts.isNull()) { - mOcclusionVerts = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, LLVertexBuffer::sUseStreamDraw ? mBufferUsage : 0); //if GL has a hard time with VBOs, don't use them for occlusion culling. mOcclusionVerts->allocateBuffer(8, 64, true); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 20ee475939..59835028a1 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -537,7 +537,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) stop_glerror(); - LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), mFace->getPool()->getVertexShaderLevel() > 0 ? 0.f : mShiny); + LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny); //---------------------------------------------------------------- // setup current texture diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 23351fc994..d1d3334fed 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -443,6 +443,20 @@ void LLViewerShaderMgr::setShaders() return; } + if (LLRender::sGLCoreProfile) + { + if (!gSavedSettings.getBOOL("VertexShaderEnable")) + { //vertex shaders MUST be enabled to use core profile + gSavedSettings.setBOOL("VertexShaderEnable", TRUE); + } + + if (!gSavedSettings.getBOOL("RenderTransparentWater")) + { //non-transparent water uses fixed function + gSavedSettings.setBOOL("RenderTransparentWater", TRUE); + } + } + + //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index 59883e0bb1..581912f844 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -2558,7 +2558,7 @@ void LLVOAvatarSelf::deleteScratchTextures() LLImageGL::decTextureCounter(tex_size, 1, LLViewerTexture::AVATAR_SCRATCH_TEX) ; total_tex_size -= tex_size ; } - if( sScratchTexNames.checkData( GL_LUMINANCE_ALPHA ) ) + if( sScratchTexNames.checkData( LLRender::sGLCoreProfile ? GL_RG : GL_LUMINANCE_ALPHA ) ) { LLImageGL::decTextureCounter(tex_size, 2, LLViewerTexture::AVATAR_SCRATCH_TEX) ; total_tex_size -= 2 * tex_size ; @@ -2600,89 +2600,6 @@ void LLVOAvatarSelf::deleteScratchTextures() } } -BOOL LLVOAvatarSelf::bindScratchTexture( LLGLenum format ) -{ - U32 texture_bytes = 0; - S32 components = 0; - GLuint gl_name = getScratchTexName( format, components, &texture_bytes ); - if( gl_name ) - { - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, gl_name); - stop_glerror(); - - F32* last_bind_time = sScratchTexLastBindTime.getIfThere( format ); - if( last_bind_time ) - { - if( *last_bind_time != LLImageGL::sLastFrameTime ) - { - *last_bind_time = LLImageGL::sLastFrameTime; - LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - } - } - else - { - LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - sScratchTexLastBindTime.addData( format, new F32(LLImageGL::sLastFrameTime) ); - } - return TRUE; - } - return FALSE; -} - -LLGLuint LLVOAvatarSelf::getScratchTexName( LLGLenum format, S32& components, U32* texture_bytes ) -{ - GLenum internal_format; - switch( format ) - { - case GL_LUMINANCE: components = 1; internal_format = GL_LUMINANCE8; break; - case GL_ALPHA: components = 1; internal_format = GL_ALPHA8; break; - case GL_LUMINANCE_ALPHA: components = 2; internal_format = GL_LUMINANCE8_ALPHA8; break; - case GL_RGB: components = 3; internal_format = GL_RGB8; break; - case GL_RGBA: components = 4; internal_format = GL_RGBA8; break; - default: llassert(0); components = 4; internal_format = GL_RGBA8; break; - } - - *texture_bytes = components * SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT; - - if( sScratchTexNames.checkData( format ) ) - { - return *( sScratchTexNames.getData( format ) ); - } - - LLGLSUIDefault gls_ui; - - U32 name = 0; - LLImageGL::generateTextures(1, &name ); - stop_glerror(); - - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, name); - stop_glerror(); - - LLImageGL::setManualImage( - GL_TEXTURE_2D, 0, internal_format, - SCRATCH_TEX_WIDTH, SCRATCH_TEX_HEIGHT, - format, GL_UNSIGNED_BYTE, NULL ); - stop_glerror(); - - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - stop_glerror(); - - sScratchTexNames.addData( format, new LLGLuint( name ) ); - - sScratchTexBytes += *texture_bytes; - LLImageGL::sGlobalTextureMemoryInBytes += *texture_bytes; - - if(gAuditTexture) - { - LLImageGL::incTextureCounter(SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - } - return name; -} - // static void LLVOAvatarSelf::dumpScratchTextureByteCount() { diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h index 51f06dee5f..74ff47a3e4 100644 --- a/indra/newview/llvoavatarself.h +++ b/indra/newview/llvoavatarself.h @@ -249,10 +249,7 @@ public: // Scratch textures (used for compositing) //-------------------------------------------------------------------- public: - BOOL bindScratchTexture(LLGLenum format); static void deleteScratchTextures(); -protected: - LLGLuint getScratchTexName(LLGLenum format, S32& components, U32* texture_bytes); private: static S32 sScratchTexBytes; static LLMap< LLGLenum, LLGLuint*> sScratchTexNames; diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 39c9945fb4..824cb8a15f 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -485,7 +485,7 @@ void LLVOWLSky::drawStars(void) if (mStarsVerts.notNull()) { mStarsVerts->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK); - mStarsVerts->drawArrays(LLRender::QUADS, 0, getStarsNumVerts()*4); + mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4); } } @@ -772,7 +772,7 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) if (mStarsVerts.isNull()) { mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK, GL_DYNAMIC_DRAW); - mStarsVerts->allocateBuffer(getStarsNumVerts()*4, 0, TRUE); + mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0, TRUE); } BOOL success = mStarsVerts->getVertexStrider(verticesp) @@ -807,17 +807,23 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) *(verticesp++) = mStarVertices[vtx]; *(verticesp++) = mStarVertices[vtx]+left; *(verticesp++) = mStarVertices[vtx]+left+up; + *(verticesp++) = mStarVertices[vtx]+left; + *(verticesp++) = mStarVertices[vtx]+left+up; *(verticesp++) = mStarVertices[vtx]+up; *(texcoordsp++) = LLVector2(0,0); *(texcoordsp++) = LLVector2(0,1); *(texcoordsp++) = LLVector2(1,1); + *(texcoordsp++) = LLVector2(0,1); + *(texcoordsp++) = LLVector2(1,1); *(texcoordsp++) = LLVector2(1,0); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); + *(colorsp++) = LLColor4U(mStarColors[vtx]); + *(colorsp++) = LLColor4U(mStarColors[vtx]); } mStarsVerts->setBuffer(0); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2248d18155..0ca28eb03b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -106,26 +106,6 @@ #include "llnotifications.h" -void check_stack_depth(S32 stack_depth) -{ - if (gDebugGL || gDebugSession) - { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth != stack_depth) - { - if (gDebugSession) - { - ll_fail("GL matrix stack corrupted."); - } - else - { - llerrs << "GL matrix stack corrupted!" << llendl; - } - } - } -} - #ifdef _DEBUG // Debug indices is disabled for now for debug performance - djs 4/24/02 //#define DEBUG_INDICES @@ -701,7 +681,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #else - if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mEdgeMap.allocate(resX, resY, LLRender::sGLCoreProfile ? GL_RGBA : GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #endif if (shadow_detail > 0 || ssao) @@ -916,6 +896,7 @@ void LLPipeline::releaseScreenBuffers() void LLPipeline::createGLBuffers() { + stop_glerror(); LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS); assertInitialized(); @@ -1020,7 +1001,7 @@ void LLPipeline::createGLBuffers() LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); @@ -3597,13 +3578,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) } } - S32 stack_depth = 0; - - if (gDebugGL) - { - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth); - } - /////////////////////////////////////////// // // Sync and verify GL state @@ -3731,7 +3705,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); if (gDebugGL) { - check_stack_depth(stack_depth); std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); //LLGLState::checkTextureChannels(msg); @@ -3907,12 +3880,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) if (gDebugGL || gDebugPipeline) { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) - { - llerrs << "GL matrix stack corrupted!" << llendl; - } LLGLState::checkStates(); } } @@ -4000,12 +3967,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) if (gDebugGL || gDebugPipeline) { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) - { - llerrs << "GL matrix stack corrupted!" << llendl; - } LLGLState::checkStates(); } } -- cgit v1.2.3 From e7b743d80bb6e7bde9c90eb0a7f0e0244bb41f8d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 00:33:27 -0500 Subject: SH-2244 Fix for artifacts with L&S enabled when using core profile. --- .../app_settings/shaders/class1/deferred/multiPointLightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 1 - indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 1 - .../app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 1 - .../app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl | 1 - .../newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- .../app_settings/shaders/class2/deferred/softenLightMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 1 - .../newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl | 1 - indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 4 ++-- .../newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 4 ++-- indra/newview/pipeline.cpp | 6 +++++- 14 files changed, 14 insertions(+), 16 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 585faf6cd5..5f83d06388 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -126,7 +126,7 @@ void main() if (sa > 0.0) { - sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0); sa *= noise; col += da*sa*light_col[i].rgb*spec.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 6351a5ac0d..17955f32cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -37,7 +37,6 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 60f99fac15..b8ed398a81 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -107,7 +107,7 @@ void main() float sa = dot(normalize(lv-normalize(pos)),norm); if (sa > 0.0) { - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0); sa *= noise; col += da*sa*color.rgb*spec.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e86b0445ed..0844e659b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -307,7 +307,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 8eac16d3f0..93842e818f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -35,7 +35,6 @@ uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 409db862e6..7ef2608841 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -36,7 +36,6 @@ uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index 9e7542c01c..c2d374d22c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -38,7 +38,6 @@ uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 642145a856..c09e3bb6e6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -313,7 +313,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index ab187ccfa5..6d746ebbba 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -314,7 +314,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index c2e36abbd6..93b385cbf5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -38,7 +38,6 @@ uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 50369cb205..1e3257d4a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -38,7 +38,6 @@ uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; uniform sampler2D projectionMap; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index dad62a074a..39975f8249 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -156,7 +156,7 @@ vec3 giAmbient(vec3 pos, vec3 norm) if (spec.a > 0.0) { float sa = dot(ha,lnorm); - da = texture2D(lightFunc, vec2(sa, spec.a)).a; + da = texture2D(lightFunc, vec2(sa, spec.a)).r; } else { @@ -171,7 +171,7 @@ vec3 giAmbient(vec3 pos, vec3 norm) if (c_spec.a > 0.0) { float sa = dot(ha, gi_norm); - da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a; + da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r; } else { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index cc6d080344..338d289ab0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -295,7 +295,7 @@ void main() { vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - da = texture2D(lightFunc, vec2(da, 0.0)).a; + da = texture2D(lightFunc, vec2(da, 0.0)).r; vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; float scol = max(scol_ambocc.r, diffuse.a); @@ -314,7 +314,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 0ca28eb03b..0fbe030832 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7472,6 +7472,7 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing + mDeferredVB->getVertexStrider(vert); v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 @@ -7506,6 +7507,7 @@ void LLPipeline::renderDeferredLighting() gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); gGL.syncMatrices(); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); stop_glerror(); @@ -7562,6 +7564,7 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing + mDeferredVB->getVertexStrider(vert); v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 @@ -7577,6 +7580,7 @@ void LLPipeline::renderDeferredLighting() gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); gGL.syncMatrices(); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); } @@ -7585,6 +7589,7 @@ void LLPipeline::renderDeferredLighting() } //reset mDeferredVB to fullscreen triangle + mDeferredVB->getVertexStrider(vert); vert[0].set(-1,1,0); vert[1].set(-1,-3,0); vert[2].set(3,1,0); @@ -7632,7 +7637,6 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram.uniform1f("far_z", far_z); far_z = 0.f; count = 0; - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } -- cgit v1.2.3 From b9926e8f57787eb146b06260cc3d0260e34330ce Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 02:29:53 -0500 Subject: SH-2244 Better VAO support -- still slower than non-VAO implementation for some reason --- indra/newview/app_settings/settings.xml | 2 +- .../app_settings/shaders/class1/deferred/alphaV.glsl | 5 +++-- .../shaders/class1/deferred/diffuseV.glsl | 5 +++-- .../shaders/class1/deferred/emissiveV.glsl | 5 +++-- .../shaders/class1/deferred/fullbrightV.glsl | 5 +++-- .../shaders/class1/objects/emissiveV.glsl | 5 +++-- .../app_settings/shaders/class2/deferred/alphaV.glsl | 5 +++-- .../shaders/class2/objects/fullbrightShinyV.glsl | 5 +++-- .../shaders/class2/objects/fullbrightV.glsl | 5 +++-- .../app_settings/shaders/class2/objects/shinyV.glsl | 5 +++-- .../app_settings/shaders/class2/objects/simpleV.glsl | 5 +++-- indra/newview/llface.cpp | 20 ++++++++++---------- indra/newview/llspatialpartition.cpp | 2 +- indra/newview/llsprite.cpp | 2 +- indra/newview/llviewerjointmesh.cpp | 2 +- indra/newview/llviewerjointmesh_sse.cpp | 2 +- indra/newview/llviewerjointmesh_vec.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 1 + indra/newview/llvoavatar.cpp | 4 ++-- indra/newview/llvoground.cpp | 2 +- indra/newview/llvopartgroup.cpp | 2 +- indra/newview/llvosky.cpp | 8 ++++---- indra/newview/llvosurfacepatch.cpp | 4 ++-- indra/newview/llvotree.cpp | 6 +++--- indra/newview/llvovolume.cpp | 8 ++++---- indra/newview/llvowater.cpp | 2 +- indra/newview/llvowlsky.cpp | 8 ++++---- indra/newview/pipeline.cpp | 2 +- 28 files changed, 70 insertions(+), 59 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a8a7b165a3..32d4097ff3 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7681,7 +7681,7 @@ Type Boolean Value - 1 + 0 RenderDebugNormalScale diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 9920caf7f6..74ee082bed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -97,7 +98,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 36000b86d6..908f3abcd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,7 +27,8 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; @@ -43,7 +44,7 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texture_index = position.w; + vary_texture_index = texture_index; vary_normal = normalize(normal_matrix * normal); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index b3558be678..50e92c191b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE float emissive; ATTRIBUTE vec2 texcoord0; @@ -48,7 +49,7 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index ef9f62da84..ab638991f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,7 +28,8 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -49,7 +50,7 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 0e05beac67..77b0806bfc 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE float emissive; ATTRIBUTE vec2 texcoord0; @@ -42,7 +43,7 @@ VARYING float fog_depth; void main() { //transform vertex - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 268e4127a2..6a3777c7c8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -96,7 +97,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index ef97e4f781..580ef2694f 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -36,7 +36,8 @@ uniform vec4 origin; VARYING float vary_texture_index; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -50,7 +51,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 2fd22cee9d..09dbd0b6cd 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -44,7 +45,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 472ff219e5..86c592ea57 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -29,7 +29,8 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -51,7 +52,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 144336417e..8e8f0664b0 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -45,7 +46,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 7ae11bff94..d36379b0e7 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1216,7 +1216,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1441,7 +1441,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } else @@ -1588,7 +1588,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } if (do_bump) @@ -1625,7 +1625,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } } @@ -1675,7 +1675,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1695,7 +1695,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1715,7 +1715,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1727,7 +1727,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a::memcpyNonAliased16((F32*) weights, (F32*) vf.mWeights, num_vertices*4*sizeof(F32)); if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1757,7 +1757,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1796,7 +1796,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } if (rebuild_tcoord) diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index db5e4a2fb5..cc92ab4539 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -320,7 +320,7 @@ void LLSpatialGroup::buildOcclusion() } { - mOcclusionVerts->setBuffer(0); + mOcclusionVerts->flush(); } clearState(LLSpatialGroup::OCCLUSION_DIRTY); diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp index 4bde2dfcab..c3eb70f850 100644 --- a/indra/newview/llsprite.cpp +++ b/indra/newview/llsprite.cpp @@ -243,7 +243,7 @@ void LLSprite::updateFace(LLFace &face) *indicesp++ = 3 + index_offset; } - face.getVertexBuffer()->setBuffer(0); + face.getVertexBuffer()->flush(); face.mCenterAgent = mPosition; } diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 59835028a1..331eb8b8f4 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -817,7 +817,7 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh) } } - buffer->setBuffer(0); + buffer->flush(); } const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow diff --git a/indra/newview/llviewerjointmesh_sse.cpp b/indra/newview/llviewerjointmesh_sse.cpp index 400b49d046..00ed47e091 100644 --- a/indra/newview/llviewerjointmesh_sse.cpp +++ b/indra/newview/llviewerjointmesh_sse.cpp @@ -101,7 +101,7 @@ void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh) ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); } - buffer->setBuffer(0); + buffer->flush(); } #else diff --git a/indra/newview/llviewerjointmesh_vec.cpp b/indra/newview/llviewerjointmesh_vec.cpp index 6600d01d17..a8713b6f05 100644 --- a/indra/newview/llviewerjointmesh_vec.cpp +++ b/indra/newview/llviewerjointmesh_vec.cpp @@ -92,6 +92,6 @@ void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh) ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); } - buffer->setBuffer(0); + buffer->flush(); #endif } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d1d3334fed..b0d97ee5f6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -317,6 +317,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedAttribs.push_back("weight"); mReservedAttribs.push_back("weight4"); mReservedAttribs.push_back("clothing"); + mReservedAttribs.push_back("texture_index"); mAvatarUniforms.push_back("matrixPalette"); mAvatarUniforms.push_back("gWindDir"); diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 7c6a815def..2a670275a3 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2142,7 +2142,7 @@ void LLVOAvatar::updateMeshData() } stop_glerror(); - buff->setBuffer(0); + buff->flush(); if(!f_num) { @@ -4132,7 +4132,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) LLVertexBuffer* vb = mDrawable->getFace(0)->getVertexBuffer(); if (vb) { - vb->setBuffer(0); + vb->flush(); } } } diff --git a/indra/newview/llvoground.cpp b/indra/newview/llvoground.cpp index ce256fdedf..0060f81ab5 100644 --- a/indra/newview/llvoground.cpp +++ b/indra/newview/llvoground.cpp @@ -162,7 +162,7 @@ BOOL LLVOGround::updateGeometry(LLDrawable *drawable) *(texCoordsp++) = LLVector2(0.f, 1.f); *(texCoordsp++) = LLVector2(0.5f, 0.5f); - face->getVertexBuffer()->setBuffer(0); + face->getVertexBuffer()->flush(); LLPipeline::sCompiles++; return TRUE; } diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index a4b0910c92..d7edc94c2f 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -513,7 +513,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group) } } - buffer->setBuffer(0); + buffer->flush(); mFaceList.clear(); } diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 29ca16ede6..d90c3be6c7 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -1267,7 +1267,7 @@ void LLVOSky::updateDummyVertexBuffer() LLStrider vertices ; mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0); *vertices = mCameraPosAgent ; - mFace[FACE_DUMMY]->getVertexBuffer()->setBuffer(0) ; + mFace[FACE_DUMMY]->getVertexBuffer()->flush(); } //---------------------------------- //end of fake vertex buffer updating @@ -1351,7 +1351,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 2; - buff->setBuffer(0); + buff->flush(); } } @@ -1516,7 +1516,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; - facep->getVertexBuffer()->setBuffer(0); + facep->getVertexBuffer()->flush(); if (is_sun) { @@ -2030,7 +2030,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, } } - face->getVertexBuffer()->setBuffer(0); + face->getVertexBuffer()->flush(); } diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 7e00350926..bc82b0df13 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -57,7 +57,7 @@ public: }; // virtual - void setupVertexBuffer(U32 data_mask) const + void setupVertexBuffer(U32 data_mask) { if (LLGLSLShader::sNoFixedFunction) { //just use default if shaders are in play @@ -1122,7 +1122,7 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group) index_offset += facep->getGeomCount(); } - buffer->setBuffer(0); + buffer->flush(); mFaceList.clear(); } diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 4cef0f5b5b..6486fd24ea 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -858,7 +858,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) slices /= 2; } - mReferenceBuffer->setBuffer(0); + mReferenceBuffer->flush(); llassert(vertex_count == max_vertices); llassert(index_count == max_indices); } @@ -940,8 +940,8 @@ void LLVOTree::updateMesh() genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha); - mReferenceBuffer->setBuffer(0); - buff->setBuffer(0); + mReferenceBuffer->flush(); + buff->flush(); } void LLVOTree::appendMesh(LLStrider& vertices, diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 3b31100305..c56a62a41b 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4422,7 +4422,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) for (std::set::iterator iter = mapped_buffers.begin(); iter != mapped_buffers.end(); ++iter) { - (*iter)->setBuffer(0); + (*iter)->flush(); } // don't forget alpha @@ -4430,7 +4430,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) !group->mVertexBuffer.isNull() && group->mVertexBuffer->isLocked()) { - group->mVertexBuffer->setBuffer(0); + group->mVertexBuffer->flush(); } //if not all buffers are unmapped @@ -4446,7 +4446,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) LLVertexBuffer* buff = face->getVertexBuffer(); if (face && buff && buff->isLocked()) { - buff->setBuffer(0) ; + buff->flush(); } } } @@ -4852,7 +4852,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: ++face_iter; } - buffer->setBuffer(0); + buffer->flush(); } group->mBufferMap[mask].clear(); diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index e70ac0a2e7..75198c465b 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -231,7 +231,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) } } - buff->setBuffer(0); + buff->flush(); mDrawable->movePartition(); LLPipeline::sCompiles++; diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 824cb8a15f..c26aefb28f 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -326,7 +326,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) buildFanBuffer(vertices, texCoords, indices); - mFanVerts->setBuffer(0); + mFanVerts->flush(); } { @@ -388,7 +388,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices); // and unlock the buffer - segment->setBuffer(0); + segment->flush(); } } #else @@ -468,7 +468,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) } } - mStripsVerts->setBuffer(0); + mStripsVerts->flush(); #endif updateStarColors(); @@ -826,6 +826,6 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) *(colorsp++) = LLColor4U(mStarColors[vtx]); } - mStarsVerts->setBuffer(0); + mStarsVerts->flush(); return TRUE; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 0fbe030832..28391bf423 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6553,7 +6553,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) v[1] = LLVector3(-1,3,0); v[2] = LLVector3(3,-1,0); - buff->setBuffer(0); + buff->flush(); LLGLDisable blend(GL_BLEND); -- cgit v1.2.3 From 57620a9da903f3c6fe482627d18c44b6411e6910 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 17:59:05 -0500 Subject: SH-2244 Vertex buffer cleanup, fix for bad vertices in rigged attachments, added "RenderUseVAO" debug setting to control whether or not to use VAO's in non-core GL profiles. --- indra/newview/app_settings/settings.xml | 11 +++++ indra/newview/lldrawpoolavatar.cpp | 73 +++++++++++++++++++++++++++++---- indra/newview/lldrawpoolavatar.h | 1 + indra/newview/llviewercontrol.cpp | 1 + indra/newview/pipeline.cpp | 2 + 5 files changed, 79 insertions(+), 9 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 32d4097ff3..5201349b17 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9205,6 +9205,17 @@ Value 1 + RenderUseVAO + + Comment + Use GL Vertex Array Objects + Persist + 1 + Type + Boolean + Value + 0 + RenderVBOMappingDisable Comment diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index f161790b99..f4e6bb9b1d 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1274,9 +1274,11 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* U32 data_mask = face->getRiggedVertexBufferDataMask(); + S32 num_verts = (vol_face.mNumVertices + 0xF) & ~0xF; + if (!buffer || buffer->getTypeMask() != data_mask || - buffer->getRequestedVerts() != vol_face.mNumVertices) + buffer->getRequestedVerts() != num_verts) { face->setGeomIndex(0); face->setIndicesIndex(0); @@ -1310,6 +1312,8 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* LLMatrix3 mat_normal(mat3); face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true); + + buffer->flush(); } if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime()) @@ -1441,12 +1445,12 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) continue; } - stop_glerror(); + //stop_glerror(); - const LLVolumeFace& vol_face = volume->getVolumeFace(te); - updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); + //const LLVolumeFace& vol_face = volume->getVolumeFace(te); + //updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); - stop_glerror(); + //stop_glerror(); U32 data_mask = LLFace::getRiggedDataMask(type); @@ -1482,17 +1486,15 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) data_mask &= ~LLVertexBuffer::MAP_WEIGHT4; } - buff->setBuffer(data_mask); - U16 start = face->getGeomStart(); U16 end = start + face->getGeomCount()-1; S32 offset = face->getIndicesStart(); U32 count = face->getIndicesCount(); - if (glow) + /*if (glow) { gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow()); - } + }*/ gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture()); if (normal_channel > -1) @@ -1504,12 +1506,14 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) { gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); + buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } else { + buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); } } @@ -1518,6 +1522,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) void LLDrawPoolAvatar::renderDeferredRiggedSimple(LLVOAvatar* avatar) { + updateRiggedVertexBuffers(avatar); renderRigged(avatar, RIGGED_DEFERRED_SIMPLE); } @@ -1526,8 +1531,58 @@ void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar) renderRigged(avatar, RIGGED_DEFERRED_BUMP); } +void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar) +{ + //update rigged vertex buffers + for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type) + { + for (U32 i = 0; i < mRiggedFace[type].size(); ++i) + { + LLFace* face = mRiggedFace[type][i]; + LLDrawable* drawable = face->getDrawable(); + if (!drawable) + { + continue; + } + + LLVOVolume* vobj = drawable->getVOVolume(); + + if (!vobj) + { + continue; + } + + LLVolume* volume = vobj->getVolume(); + S32 te = face->getTEOffset(); + + if (!volume || volume->getNumVolumeFaces() <= te) + { + continue; + } + + LLUUID mesh_id = volume->getParams().getSculptID(); + if (mesh_id.isNull()) + { + continue; + } + + const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); + if (!skin) + { + continue; + } + + stop_glerror(); + + const LLVolumeFace& vol_face = volume->getVolumeFace(te); + updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); + } + } +} + void LLDrawPoolAvatar::renderRiggedSimple(LLVOAvatar* avatar) { + updateRiggedVertexBuffers(avatar); renderRigged(avatar, RIGGED_SIMPLE); } diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index e0326bcfaf..69e3068858 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -134,6 +134,7 @@ public: const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face); + void updateRiggedVertexBuffers(LLVOAvatar* avatar); void renderRigged(LLVOAvatar* avatar, U32 type, bool glow = false); void renderRiggedSimple(LLVOAvatar* avatar); diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index b87ca1eaec..e2674a8e19 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -660,6 +660,7 @@ void settings_setup_listeners() gSavedSettings.getControl("MuteAmbient")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2)); gSavedSettings.getControl("MuteUI")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2)); gSavedSettings.getControl("RenderVBOEnable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); + gSavedSettings.getControl("RenderUseVAO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderVBOMappingDisable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderUseStreamVBO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderPreferStreamDraw")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 28391bf423..8c1bb0f628 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -379,6 +379,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -6061,6 +6062,7 @@ void LLPipeline::resetVertexBuffers() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; -- cgit v1.2.3 From 183fe0d14c48ebeb174567304cea197e7ea443fa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 03:09:32 -0500 Subject: SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers --- indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 2 +- .../app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/giF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 2 +- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 2 +- .../app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 2 +- .../app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl | 2 +- indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl | 2 +- indra/newview/app_settings/shaders/class1/effects/glowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/terrainF.glsl | 2 +- .../newview/app_settings/shaders/class1/environment/terrainWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/debugF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl | 2 +- .../newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/highlightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl | 2 +- .../app_settings/shaders/class1/interface/onetexturenocolorF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl | 2 +- .../app_settings/shaders/class1/interface/splattexturerectF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/uiF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightF.glsl | 2 +- .../newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightShinyWaterF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl | 2 +- .../newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/objects/bumpF.glsl | 2 +- indra/newview/app_settings/shaders/class1/objects/impostorF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 2 +- .../newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | 2 +- .../app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 2 +- .../newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl | 2 +- indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl | 2 +- indra/newview/app_settings/shaders/class2/effects/extractF.glsl | 2 +- indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl | 2 +- indra/newview/app_settings/shaders/class2/effects/simpleF.glsl | 2 +- indra/newview/app_settings/shaders/class2/environment/terrainF.glsl | 2 +- .../newview/app_settings/shaders/class2/environment/terrainWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class2/environment/waterF.glsl | 2 +- indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class2/lighting/lightF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl | 2 +- .../newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightNonIndexedF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightShinyWaterF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl | 2 +- .../class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 2 +- .../shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl | 2 +- .../newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl | 2 +- .../newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl | 2 +- .../shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl | 2 +- .../shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl | 2 +- .../app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/skyF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/giF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 2 +- 111 files changed, 111 insertions(+), 111 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index a009d0dd86..3e4d438ed3 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index c40a62e49c..4cca287356 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 3f6d6a8fd6..8641827777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index e24734c2db..c13ea702db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index f899ecabe0..402f681631 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 4591bb9397..558a88009a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 1b04be7d9c..7d3b546d3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index fdcce78940..92f78125d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 25d5906b77..84ae2f9f10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index 55b816041b..29ca80ae92 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index f17c64e751..e014a14ad8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -25,7 +25,7 @@ uniform sampler2DRect diffuseMap; -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 5f83d06388..179c721a2f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 17955f32cd..d3984276ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b8ed398a81..b673d00d6e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index c8ee1dac00..fb574359ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 7f16c32331..066dfba5d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl index e3a5462589..c275434777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl index 55e07db879..985f44fb6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 0f85a299a5..84d65d5b3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ - #ifndef gl_FragColor + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index a35826ce7d..71b12326d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 608ac4d3de..bf75ca262e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0844e659b6..255796aa27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 93842e818f..cc0f4e5b6b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 1114a0f0c4..adc7c5d005 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -27,7 +27,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 96f3248e55..fc5959a33c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 910b8f6c8c..29ec6e6bee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index b2d3a135ba..9a3d792224 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl index 18b6e503e1..ec4e2ae4d5 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 8e83e53b78..90bb84323c 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 5f12b18398..f0837dd4ca 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 0d1d7d6b89..b84f29423f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 4ad1b82e0a..2e138d35bf 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 8aa4cb5434..1512074dda 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index 433ecc9d2a..4f2767fc97 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 765040a27f..4b481ba834 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index d89c7b0072..6bcc97ba18 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index 8023545c4e..f67703b839 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 57e9f93768..7136d412ea 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index ce5409c816..ecbc30f05f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index 5f91ce5e80..85f819f4c2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index 95b7632521..fafeb5a7b4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index 7ba2d07ca4..f790122749 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index b085eb1760..a0bb255cfa 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index 9cbdfea2df..cdb48163dd 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 0c5479af36..36d6e06fc5 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 7f23c5e78c..8274a655db 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index b67203065f..ec7ec9ae7d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index d9b7ba0db1..d47d1724a7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index 0ace495d5a..bd67e2659e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index fac476e2ce..0cf5152661 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index b1ab065712..761bda487d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 05c9310a37..6761d35316 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 27d05baaa7..2908d77443 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 664967d36f..4b85d61aca 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 8a4932122f..e7c81888eb 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index ab4ed093c8..8d88e93698 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index a9ee534bdf..0df557f2aa 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 98dd9d4a1e..331dbc7079 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 96e71b46d7..f75a08779c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index 540c71c5e3..b9c65b168c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 7ef2608841..14a683971a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index c2d374d22c..4037dca91a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c09e3bb6e6..4543e83d0a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 6d746ebbba..62a86a3f09 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 93b385cbf5..31bd0c79da 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 1e3257d4a2..af3487fd91 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index efb1984874..7e62012b5d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl index 96b6140c0a..11b3faa4c9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -26,7 +26,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 1886178731..025ff48109 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -24,7 +24,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl index 4a2ba0afc5..c571db9df2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index 439855910e..f42497d8be 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index 786c00f946..ebf4f28a74 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index 4074540591..2bfcfad081 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index 7e8be3c19c..932bd87152 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index eed8b3cc01..18f6d91804 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index c48333aa87..e5c7ced52c 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index 90a7aab62e..1fdb90f792 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 33ffeaefb0..444c896d38 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl index 7325e0fe4e..6815f7aa85 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl index 9a9f8fbf75..2640668d7d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index c2847bbce8..735f5b3813 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl index 29dbcb2d8c..92113d9afa 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index 5dd8822a68..c3edc0bd70 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index ccd8fddb99..d1ad3da009 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl index 14d44de3d5..4e1e664e6b 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index 6cb6453f58..c981e9eba2 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl index 8940e1683b..a4893f0359 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index 560702c8ce..c10cde98e0 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index b8b6a22a43..e9b26087f4 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl index 748e30b8fb..32a1c71099 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 5a47f85833..2547f9e750 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 8430091bf5..1b5aa61441 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl index fe9f330215..aa3ef8cdd9 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl index fc88010978..9f1a358b53 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index 9f416090aa..e9c27dbefd 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl index abc41fc09a..595ad74365 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 99df846e68..68c727d62c 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl index d67aeb6655..f32b9e1958 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl index ad219d0d2a..60289cf7f7 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl index 3ec16b1681..d0038ae89b 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index 4dddc95afd..e9537d1e9d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl index f89b2dcea2..8b0c25b705 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index d06e80ec35..4ab06c6e21 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index be9fefcb33..c9d96b2cf4 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index af8c05dbeb..832cf46150 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -24,7 +24,7 @@ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 39975f8249..ee992f2fe9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor; +#ifdef DEFINE_GL_FRAGCOLOR; out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index 5fbbc0a0cc..3ace57e3cb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 53bbcc0300..3057b63ecd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 6d17942683..c7ccf3a613 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index 44b36d3307..499a72222d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 338d289ab0..7089c53f1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif -- cgit v1.2.3 From 102f600d3ae5427be0e338ae291d2f803436cd32 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 22:56:33 -0500 Subject: SH-2244 Fix for bump surfaces appearing black when L&S disabled --- indra/newview/llviewershadermgr.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index b0d97ee5f6..17cce3069e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2122,6 +2122,14 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectBumpProgram.createShader(NULL, NULL); + + if (success) + { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 + gObjectBumpProgram.bind(); + gObjectBumpProgram.uniform1i("texture0", 0); + gObjectBumpProgram.uniform1i("texture1", 1); + gObjectBumpProgram.unbind(); + } } -- cgit v1.2.3 From f49e7014ca9693d77ff265d3fc668a8b05ddf085 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 23:29:38 -0500 Subject: SH-2244 Fix for crash when transparent water disabled (silently ignore setting when basic shaders enabled) --- indra/newview/lldrawpoolwater.cpp | 7 ++++++- indra/newview/llvowater.cpp | 2 +- 2 files changed, 7 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index c97f92fa6f..5de0b8c796 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -167,7 +167,7 @@ void LLDrawPoolWater::render(S32 pass) std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); // See if we are rendering water as opaque or not - if (!gSavedSettings.getBOOL("RenderTransparentWater")) + if (!gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction) { // render water for low end hardware renderOpaqueLegacyWater(); @@ -332,6 +332,11 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; + if (LLGLSLShader::sNoFixedFunction) + { + gObjectSimpleProgram.bind(); + } + stop_glerror(); // Depth sorting and write to depth buffer diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index 75198c465b..7df50ec815 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) static const unsigned int vertices_per_quad = 4; static const unsigned int indices_per_quad = 6; - const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") ? 16 : 1; + const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction ? 16 : 1; const S32 num_quads = size * size; face->setSize(vertices_per_quad * num_quads, -- cgit v1.2.3 From f3f841bddfb8d54929b911e930aa8babebddd487 Mon Sep 17 00:00:00 2001 From: "Brad Payne (Vir Linden)" Date: Mon, 26 Sep 2011 14:41:21 -0400 Subject: SH-2425 FIX - customized upload permissions info for damballah/staging --- indra/newview/llfloatermodelpreview.cpp | 5 +++++ 1 file changed, 5 insertions(+) mode change 100644 => 100755 indra/newview/llfloatermodelpreview.cpp (limited to 'indra/newview') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp old mode 100644 new mode 100755 index e4046b06aa..77e9b4eeb8 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -496,6 +496,11 @@ BOOL LLFloaterModelPreview::postBuild() { validate_url = "http://secondlife.com/my/account/mesh.php"; } + else if (current_grid == "damballah") + { + // Staging grid has its own naming scheme. + validate_url = "http://secondlife-staging.com/my/account/mesh.php"; + } else { validate_url = llformat("http://secondlife.%s.lindenlab.com/my/account/mesh.php",current_grid.c_str()); -- cgit v1.2.3 From bc1dbcb3a041cff43c5e5d38d24aee4f095834c0 Mon Sep 17 00:00:00 2001 From: "Brad Payne (Vir Linden)" Date: Mon, 26 Sep 2011 17:57:00 -0400 Subject: SH-2501 FIX - spelling fix --- indra/newview/skins/default/xui/en/floater_model_preview.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_model_preview.xml b/indra/newview/skins/default/xui/en/floater_model_preview.xml index 2eea286c8b..6c60b3e0e9 100755 --- a/indra/newview/skins/default/xui/en/floater_model_preview.xml +++ b/indra/newview/skins/default/xui/en/floater_model_preview.xml @@ -789,7 +789,7 @@ --> - + - Step 2: Analyse + Step 2: Analyze Date: Mon, 26 Sep 2011 17:19:08 -0500 Subject: SH-2244 Fix for menu backgrounds being invisible on login screen when shaders enabled. --- indra/newview/llviewerdisplay.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 4f3127805f..e47ac8680a 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -124,7 +124,8 @@ void display_startup() // Update images? //gImageList.updateImages(0.01f); - + LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); + LLGLSDefault gls_default; // Required for HTML update in login screen -- cgit v1.2.3 From c7a16ef091409f55427f7cf0e9057130b47d2574 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2011 17:54:38 -0500 Subject: SH-2244 Fix for crash in LLVertexBuffer::mapBuffer (don't use glMapBuffer by default) --- indra/newview/app_settings/settings.xml | 2 +- indra/newview/featuretable_mac.txt | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 5201349b17..7d61250fae 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9225,7 +9225,7 @@ Type Boolean Value - 0 + 1 RenderUseStreamVBO diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 2690e8ec70..36ffa54184 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -48,9 +48,9 @@ RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVBOEnable 1 0 -RenderVBOMappingDisable 1 0 +RenderVBOMappingDisable 1 1 RenderVolumeLODFactor 1 2.0 -UseStartScreen 1 1 +UseStartScreen 1 1 UseOcclusion 1 1 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 -- cgit v1.2.3 From 54ba56dbe995a3d215f85932c83948145a871ac4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2011 18:31:55 -0500 Subject: SH-2244 changes to run in a core context on AMD hardware without generating deprecation or performance warnings --- .../shaders/class1/environment/waterFogF.glsl | 7 ++-- indra/newview/lldrawpoolsky.cpp | 9 ++--- indra/newview/lldrawpoolwater.cpp | 2 ++ indra/newview/lldrawpoolwater.h | 1 + indra/newview/llface.cpp | 6 ++-- indra/newview/llviewerdisplay.cpp | 5 +++ indra/newview/llvosky.cpp | 41 +++++++++++++++------- indra/newview/llwaterparammanager.cpp | 1 + 8 files changed, 50 insertions(+), 22 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index e4db326bed..57b3a6d001 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -26,6 +26,9 @@ VARYING float fog_depth; +uniform vec4 waterFogColor; +uniform float waterFogEnd; + vec4 applyWaterFog(vec4 color) { // GL_EXP2 Fog @@ -33,9 +36,9 @@ vec4 applyWaterFog(vec4 color) // GL_EXP Fog // float fog = exp(-gl_Fog.density * fog_depth); // GL_LINEAR Fog - float fog = (gl_Fog.end - fog_depth) * gl_Fog.scale; + float fog = (waterFogEnd - fog_depth) * gl_Fog.scale; fog = clamp(fog, 0.0, 1.0); - color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog); + color.rgb = mix(waterFogColor.rgb, color.rgb, fog); return color; } diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index 8a3871b6b4..7f7d9f65c6 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -76,13 +76,14 @@ void LLDrawPoolSky::render(S32 pass) return; } - // use a shader only underwater + // don't render sky under water (background just gets cleared to fog color) if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender) { - mShader = &gObjectFullbrightWaterProgram; - mShader->bind(); + return; } - else if (LLGLSLShader::sNoFixedFunction) + + + if (LLGLSLShader::sNoFixedFunction) { //just use the UI shader (generic single texture no lighting) gOneTextureNoColorProgram.bind(); } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 5de0b8c796..f6fe96877d 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -59,6 +59,8 @@ BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f); +F32 LLDrawPoolWater::sWaterFogEnd = 0.f; + LLVector3 LLDrawPoolWater::sLightDir; LLDrawPoolWater::LLDrawPoolWater() : diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index 99b541ca5a..aeeba179d6 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -49,6 +49,7 @@ public: static LLVector3 sLightDir; static LLColor4 sWaterFogColor; + static F32 sWaterFogEnd; enum { diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index d36379b0e7..36b88ebbd4 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1764,7 +1764,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (rebuild_emissive) { LLFastTimer t(FTM_FACE_GEOM_EMISSIVE); - LLStrider emissive; + LLStrider emissive; mVertexBuffer->getEmissiveStrider(emissive, mGeomIndex, mGeomCount, map_range); U8 glow = (U8) llclamp((S32) (getTextureEntry()->getGlow()*255), 0, 255); @@ -1783,8 +1783,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, src.loadua((F32*) vec); LLVector4a* dst = (LLVector4a*) emissive.get(); - S32 num_vecs = num_vertices/16; - if (num_vertices%16 > 0) + S32 num_vecs = num_vertices/4; + if (num_vertices%4 > 0) { ++num_vecs; } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 4f3127805f..efe93b7f48 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -865,6 +865,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) else { gPipeline.mScreen.bindTarget(); + if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) + { + const LLColor4 &col = LLDrawPoolWater::sWaterFogColor; + glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); + } gPipeline.mScreen.clear(); } diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index d90c3be6c7..e9db37821b 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -2040,9 +2040,12 @@ void LLVOSky::updateFog(const F32 distance) { if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) { - glFogf(GL_FOG_DENSITY, 0); - glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV); - glFogf(GL_FOG_END, 1000000.f); + if (!LLGLSLShader::sNoFixedFunction) + { + glFogf(GL_FOG_DENSITY, 0); + glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV); + glFogf(GL_FOG_END, 1000000.f); + } return; } @@ -2112,7 +2115,10 @@ void LLVOSky::updateFog(const F32 distance) if (camera_height > water_height) { LLColor4 fog(render_fog_color); - glFogfv(GL_FOG_COLOR, fog.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glFogfv(GL_FOG_COLOR, fog.mV); + } mGLFogCol = fog; if (hide_clip_plane) @@ -2120,13 +2126,19 @@ void LLVOSky::updateFog(const F32 distance) // For now, set the density to extend to the cull distance. const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f))) fog_density = f_log/fog_distance; - glFogi(GL_FOG_MODE, GL_EXP2); + if (!LLGLSLShader::sNoFixedFunction) + { + glFogi(GL_FOG_MODE, GL_EXP2); + } } else { const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f)) fog_density = (f_log)/fog_distance; - glFogi(GL_FOG_MODE, GL_EXP); + if (!LLGLSLShader::sNoFixedFunction) + { + glFogi(GL_FOG_MODE, GL_EXP); + } } } else @@ -2146,24 +2158,27 @@ void LLVOSky::updateFog(const F32 distance) fogCol.setAlpha(1); // set the gl fog color - glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV); mGLFogCol = fogCol; // set the density based on what the shaders use fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale"); - glFogi(GL_FOG_MODE, GL_EXP2); + + if (!LLGLSLShader::sNoFixedFunction) + { + glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV); + glFogi(GL_FOG_MODE, GL_EXP2); + } } mFogColor = sky_fog_color; mFogColor.setAlpha(1); - LLGLSFog gls_fog; - - glFogf(GL_FOG_END, fog_distance*2.2f); - - glFogf(GL_FOG_DENSITY, fog_density); + LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f; if (!LLGLSLShader::sNoFixedFunction) { + LLGLSFog gls_fog; + glFogf(GL_FOG_END, fog_distance*2.2f); + glFogf(GL_FOG_DENSITY, fog_density); glHint(GL_FOG_HINT, GL_NICEST); } stop_glerror(); diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 1a98d4c6c2..20b34637b8 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -190,6 +190,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV); shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV); shader->uniform4fv("waterFogColor", 1, LLDrawPoolWater::sWaterFogColor.mV); + shader->uniform1f("waterFogEnd", LLDrawPoolWater::sWaterFogEnd); shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); -- cgit v1.2.3 From 328cf0d1c71efa785b0f1201c27776a3a6d6a041 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2011 20:00:38 -0500 Subject: Merge cleanup --- indra/newview/lldrawpoolavatar.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 6acc195889..d9b0b195f5 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1277,9 +1277,8 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* S32 num_verts = (vol_face.mNumVertices + 0xF) & ~0xF; if (buffer.isNull() || - buffer->getTypeMask() != data_mask || - buffer->getRequestedVerts() != num_verts) + buffer->getRequestedVerts() != num_verts || buffer->getRequestedIndices() != vol_face.mNumIndices || (drawable && drawable->isState(LLDrawable::REBUILD_ALL))) { -- cgit v1.2.3 From d0b5a521f21ab8002fb5d9a4d11cee6c2385dbf3 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 27 Sep 2011 14:26:53 -0500 Subject: SH-2244 Make emissive attribute match actual number of components coming in --- indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl | 4 ++-- .../newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl | 4 ++-- indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 50e92c191b..7b108e4562 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE float texture_index; -ATTRIBUTE float emissive; +ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); @@ -57,7 +57,7 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = vec4(0,0,0,emissive); + vertex_color = emissive; fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index bf4c45f18f..8c38d5df2a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -28,7 +28,7 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float emissive; +ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; @@ -50,7 +50,7 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = vec4(0,0,0,emissive); + vertex_color = emissive; gl_Position = projection_matrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 77b0806bfc..35feacb7b1 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE float texture_index; -ATTRIBUTE float emissive; +ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; @@ -50,7 +50,7 @@ void main() vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); - vertex_color = vec4(0,0,0,emissive); + vertex_color = emissive; fog_depth = pos.z; } -- cgit v1.2.3 From 8a5c983640ac23f6a588d78c433d2a36ddf4fa70 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 27 Sep 2011 14:55:00 -0500 Subject: SH-2505 Fix for some objects appearing as blobs of busted geometry on vertex buffer update. --- indra/newview/pipeline.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8c1bb0f628..2bbb2edc1a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2752,6 +2752,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { markVisible(*i, camera); } + + if (!sDelayVBUpdate) + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } } } @@ -2802,6 +2807,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { group->setVisible(); stateSort(group, camera); + + if (!sDelayVBUpdate) + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } } } -- cgit v1.2.3 From 554b14dedac5a51927bad57b475d8f5a571c1add Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 27 Sep 2011 15:56:15 -0500 Subject: Remove some unused shaders --- .../shaders/class2/deferred/edgeMSF.glsl | 94 ------ .../shaders/class2/deferred/multiSpotLightMSF.glsl | 265 ---------------- .../shaders/class2/deferred/softenLightMSF.glsl | 339 --------------------- .../shaders/class2/deferred/spotLightMSF.glsl | 266 ---------------- .../shaders/class2/deferred/sunLightMSF.glsl | 222 -------------- .../shaders/class2/deferred/sunLightSSAOMSF.glsl | 260 ---------------- 6 files changed, 1446 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl deleted file mode 100644 index b9c65b168c..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ /dev/null @@ -1,94 +0,0 @@ -/** - * @file edgeF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; - -VARYING vec2 vary_fragcoord; - -uniform float depth_cutoff; -uniform float norm_cutoff; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -float getDepth(ivec2 pos_screen, int sample) -{ - float z = texelFetch(depthMap, pos_screen, sample).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - float e = 0; - - ivec2 itc = ivec2(vary_fragcoord.xy); - - for (int i = 0; i < samples; i++) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(itc, i); - - vec2 tc = vary_fragcoord.xy; - - int sc = 1; - - vec2 de; - de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i)); - de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i)); - de /= depth; - de *= de; - de = step(depth_cutoff, de); - - vec2 ne; - vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb; - nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm - ne.x = dot(nexnorm, norm); - vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb; - neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm - ne.y = dot(neynorm, norm); - - ne = 1.0-ne; - - ne = step(norm_cutoff, ne); - - e += dot(de,de)+dot(ne,ne); - } - - e /= samples; - - gl_FragColor.a = e; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl deleted file mode 100644 index 4037dca91a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ /dev/null @@ -1,265 +0,0 @@ -/** - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -VARYING vec4 vary_light; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - int wght = 0; - - vec3 fcol = vec3(0,0,0); - - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - - ivec2 itc = ivec2(frag.xy); - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - - for (int i = 0; i < samples; i++) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = vertex_color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; - } - } - } - } - - fcol += col; - wght++; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl deleted file mode 100644 index 62a86a3f09..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ /dev/null @@ -1,339 +0,0 @@ -/** - * @file softenLightMSF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DMS depthMap; -uniform sampler2D noiseMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; -uniform vec3 gi_quad; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density.r); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - ivec2 itc = ivec2(tc); - - vec4 fcol = vec4(0,0,0,0); - - vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; - float ambocc = scol_ambocc.g; - - for (int i = 0; i < samples; ++i) - { - float depth = texelFetch(depthMap, itc.xy, i).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texelFetch(diffuseRect, itc, i); - vec3 col; - float bloom = 0.0; - if (diffuse.a < 0.9) - { - vec4 spec = texelFetch(specularRect, itc, i); - - float amb = 0; - - float scol = max(scol_ambocc.r, diffuse.a); - amb += ambocc; - - calcAtmospherics(pos.xyz, ambocc); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - fcol += vec4(col, bloom); - } - - gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl deleted file mode 100644 index af3487fd91..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ /dev/null @@ -1,266 +0,0 @@ -/** - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -VARYING vec4 vary_light; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - ivec2 itc = ivec2(frag.xy); - - vec3 fcol = vec3(0,0,0); - int wght = 0; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - - for (int i = 0; i < samples; i++) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = vertex_color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; - } - } - } - } - - fcol += col; - wght++; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/wght; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl deleted file mode 100644 index 11b3faa4c9..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl +++ /dev/null @@ -1,222 +0,0 @@ -/** - * @file sunLightMSF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -//class 2, shadows, no SSAO - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2DShadow shadowMap4; -uniform sampler2DShadow shadowMap5; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen.xy, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias*scl; - - 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; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) -{ - stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; - - float cs = shadow2D(shadowMap, stc.xyz); - float shadow = cs; - - vec2 off = 1.5/proj_shadow_res; - - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); - - return shadow/5.0; - - //return shadow; -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - ivec2 itc = ivec2(pos_screen); - - //try doing an unproject here - - vec4 fcol = vec4(0,0,0,0); - - for (int i = 0; i < samples; i++) - { - vec4 pos = getPosition(itc, i); - - vec4 nmap4 = texelFetch(normalMap, itc, i); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm - float displace = nmap4.w; - vec3 norm = nmap4.xyz; - - /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL - { - gl_FragColor = vec4(0.0); // doesn't matter - return; - }*/ - - float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - - vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); - - if (spos.z > -shadow_clip.w) - { - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else - { - vec4 lpos; - - if (spos.z < -shadow_clip.z) - { - lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 0.25); - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - else if (spos.z < -shadow_clip.y) - { - lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 0.5); - } - else if (spos.z < -shadow_clip.x) - { - lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 0.75); - } - else - { - lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.0); - } - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - //lpos.xy /= lpos.w*32.0; - //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) - //{ - // shadow = 0.0; - //} - - } - } - else - { - // more distant than the shadow map covers - shadow = 1.0; - } - - fcol[0] += shadow; - fcol[1] += 1.0; - - spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); - - //spotlight shadow 2 - lpos = shadow_matrix[5]*spos; - fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); - } - - gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl deleted file mode 100644 index c571db9df2..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl +++ /dev/null @@ -1,260 +0,0 @@ -/** - * @file sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -//class 2 -- shadows and SSAO - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2DShadow shadowMap4; -uniform sampler2DShadow shadowMap5; -uniform sampler2D noiseMap; - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) -{ - float ret = 1.0; - - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - 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; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) - { - ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); - vec3 samppos_world = getPosition(samppos_screen, sample).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); - - return min(ret, 1.0); -} - -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias*scl; - - 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; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) -{ - stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; - - float cs = shadow2D(shadowMap, stc.xyz); - float shadow = cs; - - vec2 off = 1.5/proj_shadow_res; - - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); - - - return shadow/5.0; - - //return shadow; -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - ivec2 itc = ivec2(pos_screen); - vec4 fcol = vec4(0,0,0,0); - - for (int i = 0; i < samples; i++) - { - vec4 pos = getPosition(itc, i); - - vec4 nmap4 = texelFetch(normalMap, itc, i); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm - float displace = nmap4.w; - vec3 norm = nmap4.xyz; - - float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - - vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); - - if (spos.z > -shadow_clip.w) - { - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else - { - vec4 lpos; - - if (spos.z < -shadow_clip.z) - { - lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 0.25); - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - else if (spos.z < -shadow_clip.y) - { - lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 0.5); - } - else if (spos.z < -shadow_clip.x) - { - lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 0.75); - } - else - { - lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.0); - } - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - } - } - else - { - // more distant than the shadow map covers - shadow = 1.0; - } - - - fcol[0] += shadow; - fcol[1] += calcAmbientOcclusion(pos, norm, i); - - spos.xyz = shadow_pos+offset*spot_shadow_offset; - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); - - //spotlight shadow 2 - lpos = shadow_matrix[5]*spos; - fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); - } - - gl_FragColor = fcol / samples; -} -- cgit v1.2.3 From 348a70181211b8fe37c569f8b3fb8324cc8c59ea Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 00:41:10 -0500 Subject: SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower --- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/avatar/avatarV.glsl | 4 +- .../shaders/class1/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class1/deferred/alphaV.glsl | 10 +-- .../shaders/class1/deferred/avatarAlphaV.glsl | 4 +- .../shaders/class1/deferred/diffuseNoColorV.glsl | 2 +- .../shaders/class1/deferred/diffuseV.glsl | 7 +- .../shaders/class1/deferred/emissiveV.glsl | 10 +-- .../shaders/class1/deferred/fullbrightV.glsl | 10 +-- .../shaders/class1/environment/waterFogF.glsl | 2 +- .../shaders/class1/objects/emissiveSkinnedV.glsl | 4 +- .../shaders/class1/objects/emissiveV.glsl | 10 +-- .../shaders/class1/objects/fullbrightNoColorV.glsl | 4 +- .../class1/objects/fullbrightShinySkinnedV.glsl | 4 +- .../shaders/class1/objects/fullbrightShinyV.glsl | 4 +- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 4 +- .../shaders/class1/objects/fullbrightV.glsl | 4 +- .../shaders/class1/objects/indexedTextureV.glsl | 34 +++++++++ .../shaders/class1/objects/nonindexedTextureV.glsl | 30 ++++++++ .../shaders/class1/objects/previewV.glsl | 4 +- .../shaders/class1/objects/shinyV.glsl | 4 +- .../shaders/class1/objects/simpleNoColorV.glsl | 4 +- .../shaders/class1/objects/simpleSkinnedV.glsl | 4 +- .../shaders/class1/objects/simpleV.glsl | 4 +- .../app_settings/shaders/class1/objects/treeV.glsl | 4 +- .../class1/windlight/atmosphericsVarsF.glsl | 5 +- .../class1/windlight/atmosphericsVarsV.glsl | 7 +- .../class1/windlight/atmosphericsVarsWaterF.glsl | 33 +++++++++ .../class1/windlight/atmosphericsVarsWaterV.glsl | 39 +++++++++++ .../shaders/class2/avatar/eyeballV.glsl | 4 +- .../shaders/class2/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class2/deferred/alphaV.glsl | 10 +-- .../shaders/class2/deferred/avatarAlphaV.glsl | 4 +- .../shaders/class2/objects/fullbrightShinyV.glsl | 10 ++- .../shaders/class2/objects/fullbrightV.glsl | 10 +-- .../shaders/class2/objects/shinyV.glsl | 11 +-- .../shaders/class2/objects/simpleNonIndexedV.glsl | 4 +- .../shaders/class2/objects/simpleV.glsl | 10 +-- .../class2/windlight/atmosphericsVarsF.glsl | 16 ++--- .../class2/windlight/atmosphericsVarsV.glsl | 36 +++++----- .../class2/windlight/atmosphericsVarsWaterF.glsl | 51 ++++++++++++++ .../class2/windlight/atmosphericsVarsWaterV.glsl | 81 ++++++++++++++++++++++ indra/newview/featuretable.txt | 1 + indra/newview/featuretable_xp.txt | 1 + indra/newview/llviewercontrol.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 23 +++--- 46 files changed, 396 insertions(+), 143 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ddc4f4ddd2..727851b4da 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7796,7 +7796,7 @@ Type U32 Value - 6 + 32 RenderDebugTextureBind diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index cf939e2df8..2901e18db8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -59,8 +59,6 @@ void main() gl_Position = projection_matrix * pos; - fog_depth = length(pos.xyz); - calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 15781bc92d..b09441f7eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -49,7 +49,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; @@ -135,7 +135,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 74ee082bed..93b1a114db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -50,10 +50,10 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_light; VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -98,7 +98,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -138,7 +138,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 12e88ca5dd..acbc3f7e15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; @@ -137,7 +137,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 7ed41cbcb9..9461e3e32e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -32,7 +32,7 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; VARYING vec3 vary_normal; -VARYING float vary_texture_index; + VARYING vec2 vary_texcoord0; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 908f3abcd0..76d29b1df7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -28,23 +28,24 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; VARYING vec3 vary_normal; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +void passTextureIndex(); + void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texture_index = texture_index; + passTextureIndex(); vary_normal = normalize(normal_matrix * normal); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 7b108e4562..115b04797f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; @@ -39,17 +39,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -59,5 +59,5 @@ void main() vertex_color = emissive; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index ab638991f7..2e6982d101 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -40,17 +40,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -60,5 +60,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 57b3a6d001..45bd5c8b42 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,7 +24,7 @@ */ -VARYING float fog_depth; + uniform vec4 waterFogColor; uniform float waterFogEnd; diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8c38d5df2a..8494ffba52 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -54,5 +54,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 35feacb7b1..e984deb0c8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; @@ -37,13 +37,13 @@ VARYING vec2 vary_texcoord0; void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; + + void main() { //transform vertex - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -52,5 +52,5 @@ void main() vertex_color = emissive; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index f73760bfd4..5d6f14230c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec3 normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -49,5 +49,5 @@ void main() vertex_color = vec4(1,1,1,1); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 69cd858b4d..79b552ee1a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -63,5 +63,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a8e640018d..8d1bbf350d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -37,7 +37,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -59,5 +59,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 4de24fd46b..eff75435a9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -35,7 +35,7 @@ mat4 getObjectSkinnedTransform(); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -53,5 +53,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 7286e5e2f4..8b20c2a860 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -50,5 +50,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl new file mode 100644 index 0000000000..a95c9e0ab9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -0,0 +1,34 @@ +/** + * @file indexedTextureV.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 + * $/LicenseInfo$ + */ + +ATTRIBUTE float texture_index; + +VARYING float vary_texture_index; + +void passTextureIndex() +{ + vary_texture_index = texture_index; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl new file mode 100644 index 0000000000..2839171044 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl @@ -0,0 +1,30 @@ +/** + * @file nonindexedTextureV.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 + * $/LicenseInfo$ + */ + +void passTextureIndex() +{ + +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 282686a9b0..5dcfa87066 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 86a78b190c..4ca53a8f30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec3 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -57,6 +57,6 @@ void main() vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 45a493e4f2..706627e175 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index aea0e25e60..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 4b6b219751..df9111f941 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,6 +53,4 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - - fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 250d99a9c7..fa01a27ec0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -37,7 +37,7 @@ void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -56,5 +56,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 2e41360150..8bdae328bd 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -24,10 +24,7 @@ */ - -VARYING vec3 vary_PositionEye; - vec3 getPositionEye() { - return vary_PositionEye; + return vec3(0,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 42f8646f2d..8ec9ae617c 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -25,15 +25,12 @@ -VARYING vec3 vary_PositionEye; - - vec3 getPositionEye() { - return vary_PositionEye; + return vec3(0,0,0); } void setPositionEye(vec3 v) { - vary_PositionEye = v; + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..636d4af006 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,33 @@ +/** + * @file atmosphericVarsWaterF.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 + * $/LicenseInfo$ + */ + + +VARYING vec3 vary_PositionEye; + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..ef34c5c853 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,39 @@ +/** + * @file atmosphericVarsWaterV.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 + * $/LicenseInfo$ + */ + + +VARYING vec3 vary_PositionEye; +VARYING float fog_depth; + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; + fog_depth = v.z; +} diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 04d3e2aa1f..5af9f5c902 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -56,7 +56,7 @@ void main() vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index ad353eb624..5a3955ef00 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -140,7 +140,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 6a3777c7c8..9540ddd2e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -49,10 +49,10 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -97,7 +97,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -136,7 +136,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 091a865160..63c7a6b13d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -139,7 +139,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 580ef2694f..34bd8d445a 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -34,10 +34,10 @@ void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; -VARYING float vary_texture_index; + ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -45,13 +45,13 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,6 +64,4 @@ void main() calcAtmospherics(pos.xyz); vertex_color = diffuse_color; - - fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 09dbd0b6cd..fc20d3270e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -36,16 +36,16 @@ ATTRIBUTE vec4 diffuse_color; void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -54,5 +54,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 86c592ea57..fdb3453cc5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -30,7 +30,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -43,16 +43,13 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; - uniform vec4 origin; void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,7 +61,5 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); - - fog_depth = pos.z; + vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index 6799e43b9a..cb80697d15 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec4 diffuse_color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -57,5 +57,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 8e8f0664b0..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -37,16 +37,16 @@ ATTRIBUTE vec4 diffuse_color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -60,5 +60,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 08814b49d8..e8e56e12c1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -24,25 +24,17 @@ */ - -VARYING vec3 vary_PositionEye; - VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor; VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; -vec3 getPositionEye() -{ - return vary_PositionEye; -} vec3 getSunlitColor() { - return vary_SunlitColor; + return vec3(0,0,0); } vec3 getAmblitColor() { - return vary_AmblitColor; + return vec3(0,0,0); } vec3 getAdditiveColor() { @@ -50,5 +42,5 @@ vec3 getAdditiveColor() } vec3 getAtmosAttenuation() { - return vary_AtmosAttenuation; + return vec3(vary_AtmosAttenuation); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 514f009add..01605e5b25 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -24,49 +24,50 @@ */ - -VARYING vec3 vary_PositionEye; - -VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor; VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; +vec3 position_eye; -vec3 getPositionEye() -{ - return vary_PositionEye; -} vec3 getSunlitColor() { - return vary_SunlitColor; + return sunlit_color; } vec3 getAmblitColor() { - return vary_AmblitColor; + return amblit_color; } + vec3 getAdditiveColor() { return vary_AdditiveColor; } vec3 getAtmosAttenuation() { - return vary_AtmosAttenuation; + return atmos_attenuation; } +vec3 getPositionEye() +{ + return position_eye; +} void setPositionEye(vec3 v) { - vary_PositionEye = v; + position_eye = v; } void setSunlitColor(vec3 v) { - vary_SunlitColor = v; + sunlit_color = v; } void setAmblitColor(vec3 v) { - vary_AmblitColor = v; + amblit_color = v; } void setAdditiveColor(vec3 v) @@ -76,5 +77,6 @@ void setAdditiveColor(vec3 v) void setAtmosAttenuation(vec3 v) { - vary_AtmosAttenuation = v; + atmos_attenuation = v; + vary_AtmosAttenuation = v.r; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..23046f990d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,51 @@ +/** + * @file atmosphericVarsWaterF.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 + * $/LicenseInfo$ + */ + +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 getSunlitColor() +{ + return vec3(0,0,0); +} +vec3 getAmblitColor() +{ + return vec3(0,0,0); +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vec3(vary_AtmosAttenuation); +} +vec3 getPositionEye() +{ + return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..279c4dd981 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,81 @@ +/** + * @file atmosphericVarsWaterV.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 + * $/LicenseInfo$ + */ + +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; + +vec3 getSunlitColor() +{ + return sunlit_color; +} +vec3 getAmblitColor() +{ + return amblit_color; +} + +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return atmos_attenuation; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + sunlit_color = v; +} + +void setAmblitColor(vec3 v) +{ + amblit_color = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + atmos_attenuation = v; + vary_AtmosAttenuation = v.r; +} diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index e12c2f7853..ca66ae989c 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -292,6 +292,7 @@ RenderVBOEnable 1 0 list OpenGLPre30 RenderDeferred 0 0 +RenderMaxTextureIndex 1 1 list Intel RenderAnisotropic 1 0 diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index a0245f5369..e855b2c569 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -290,6 +290,7 @@ RenderVBOEnable 1 0 list OpenGLPre30 RenderDeferred 0 0 +RenderMaxTextureIndex 1 1 list Intel RenderAnisotropic 1 0 diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index f521d93e03..563a63287e 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -594,7 +594,7 @@ void settings_setup_listeners() gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); - gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); + gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17cce3069e..94b7451f0e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -444,6 +444,9 @@ void LLViewerShaderMgr::setShaders() return; } + LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + + if (LLRender::sGLCoreProfile) { if (!gSavedSettings.getBOOL("VertexShaderEnable")) @@ -826,8 +829,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) vector< pair > shaders; - shaders.reserve(10); shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); @@ -838,6 +841,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) @@ -853,8 +858,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); - shaders.reserve(13); - S32 ch = gGLManager.mNumTextureImageUnits-1; + S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); if (gGLManager.mGLVersion < 3.1f) { //force to 1 texture index channel for old drivers @@ -863,6 +867,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() std::vector index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); @@ -1186,7 +1191,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseProgram.createShader(NULL, NULL); } @@ -1197,7 +1202,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); } @@ -1394,11 +1399,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { - gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps - gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6; + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } gDeferredAlphaProgram.mShaderFiles.clear(); @@ -1428,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = true; - gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1442,7 +1447,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasTransport = true; - gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredEmissiveProgram.mShaderFiles.clear(); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); -- cgit v1.2.3 From 6dfcb11000f349e24dbd1a9b78efa2ca4f799379 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 01:37:54 -0500 Subject: SH-2453 Fix for horizontal line when max altitude set to 0 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ---- .../app_settings/shaders/class1/objects/nonindexedTextureV.glsl | 1 + indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 4 ---- 3 files changed, 1 insertion(+), 8 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 255796aa27..60952ea38e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -148,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; setPositionEye(P); - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl index 2839171044..80ea286ac0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl @@ -28,3 +28,4 @@ void passTextureIndex() } + diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 4543e83d0a..eb367d4ad6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -148,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; setPositionEye(P); - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); -- cgit v1.2.3 From 4328b30180bd057412de2085c1d758f5e6906d70 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 01:50:28 -0500 Subject: SH-2450 Potential fix for crash on login with 460M et al --- indra/newview/llviewershadermgr.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 94b7451f0e..6af9e464df 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -32,6 +32,7 @@ #include "llfile.h" #include "llviewerwindow.h" +#include "llwindow.h" #include "llviewercontrol.h" #include "pipeline.h" #include "llworld.h" @@ -491,6 +492,9 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); + //VICIOUS HACK -- some drivers will time out if we don't redraw the window within 2 seconds, and this operation can take awhile + //minimizing tells the driver we won't be updating the window for a bit + gViewerWindow->getWindow()->minimize(); } // Lighting @@ -684,6 +688,7 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); + gViewerWindow->getWindow()->restore(); } gPipeline.createGLBuffers(); -- cgit v1.2.3 From 69ac0d0aee6e0dc1075a7d18e17e8335cd29e05f Mon Sep 17 00:00:00 2001 From: prep Date: Wed, 28 Sep 2011 14:52:27 -0400 Subject: Fix for sh-2500 --- indra/newview/llfloatermodelpreview.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 77e9b4eeb8..527a868db2 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -3309,7 +3309,7 @@ void LLModelPreview::rebuildUploadData() F32 max_scale = 0.f; //reorder materials to match mBaseModel - for (U32 i = 0; i < LLModel::NUM_LODS; i++) + for (U32 i = 0; i < LLModel::NUM_LODS-1; i++) { if (mBaseModel.size() == mModel[i].size()) { @@ -5085,7 +5085,7 @@ BOOL LLModelPreview::render() } //make sure material lists all match - for (U32 i = 0; i < LLModel::NUM_LODS; i++) + for (U32 i = 0; i < LLModel::NUM_LODS-1; i++) { if (mBaseModel.size() == mModel[i].size()) { -- cgit v1.2.3 From f657f5a428e47fc9963cc4eb943062216443673f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 15:54:02 -0500 Subject: SH-2276 Remove some log spam to alleviate stalls on login. --- indra/newview/llviewerassetstorage.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerassetstorage.cpp b/indra/newview/llviewerassetstorage.cpp index 36c8b42a52..d042f62830 100644 --- a/indra/newview/llviewerassetstorage.cpp +++ b/indra/newview/llviewerassetstorage.cpp @@ -116,7 +116,7 @@ void LLViewerAssetStorage::storeAssetData( F64 timeout) { LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID()); - llinfos << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type) + LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type) << " ASSET_ID: " << asset_id << llendl; if (mUpstreamHost.isOk()) @@ -248,9 +248,9 @@ void LLViewerAssetStorage::storeAssetData( } LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID()); - llinfos << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl; + LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl; - llinfos << "ASSET_ID: " << asset_id << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_ID: " << asset_id << llendl; S32 size = 0; LLFILE* fp = LLFile::fopen(filename, "rb"); @@ -369,7 +369,7 @@ void LLViewerAssetStorage::_queueDataRequest( tpvf.setAsset(uuid, atype); tpvf.setCallback(downloadCompleteCallback, req); - llinfos << "Starting transfer for " << uuid << llendl; + LL_DEBUGS("AssetStorage") << "Starting transfer for " << uuid << llendl; LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(mUpstreamHost, LLTCT_ASSET); ttcp->requestTransfer(spa, tpvf, 100.f + (is_priority ? 1.f : 0.f)); -- cgit v1.2.3 From 4dd533a5871fd5bbb0ea084679da9f0a856d41c5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 16:22:20 -0500 Subject: SH-2276 Update window often during login to avoid windows TDR events --- indra/newview/llstartup.cpp | 132 ++++++++++++++++++++++++++++++++++++++------ 1 file changed, 116 insertions(+), 16 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp index 11a4c96f14..8876d6fa16 100644 --- a/indra/newview/llstartup.cpp +++ b/indra/newview/llstartup.cpp @@ -733,8 +733,11 @@ bool idle_startup() // this startup phase more than once. if (gLoginMenuBarView == NULL) { - initialize_edit_menu(); + display_startup(); + initialize_edit_menu(); + display_startup(); init_menus(); + display_startup(); } if (show_connect_box) @@ -743,23 +746,28 @@ bool idle_startup() // NOTE: Hits "Attempted getFields with no login view shown" warning, since we don't // show the login view until login_show() is called below. if (gUserCredential.isNull()) - { + { + display_startup(); gUserCredential = gLoginHandler.initializeLoginInfo(); + display_startup(); } if (gHeadlessClient) { LL_WARNS("AppInit") << "Waiting at connection box in headless client. Did you mean to add autologin params?" << LL_ENDL; } // Make sure the process dialog doesn't hide things + display_startup(); gViewerWindow->setShowProgress(FALSE); - + display_startup(); // Show the login dialog login_show(); + display_startup(); // connect dialog is already shown, so fill in the names if (gUserCredential.notNull()) { LLPanelLogin::setFields( gUserCredential, gRememberPassword); } + display_startup(); LLPanelLogin::giveFocus(); LLStartUp::setStartupState( STATE_LOGIN_WAIT ); // Wait for user input @@ -770,14 +778,19 @@ bool idle_startup() LLStartUp::setStartupState( STATE_LOGIN_CLEANUP ); } + display_startup(); gViewerWindow->setNormalControlsVisible( FALSE ); + display_startup(); gLoginMenuBarView->setVisible( TRUE ); + display_startup(); gLoginMenuBarView->setEnabled( TRUE ); + display_startup(); show_debug_menus(); + display_startup(); // Hide the splash screen LLSplashScreen::hide(); - + display_startup(); // Push our window frontmost gViewerWindow->getWindow()->show(); display_startup(); @@ -786,7 +799,10 @@ bool idle_startup() // first made visible. #ifdef _WIN32 MSG msg; - while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) ); + while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) ) + { + display_startup(); + } #endif timeout.reset(); return FALSE; @@ -801,7 +817,7 @@ bool idle_startup() // Don't do anything. Wait for the login view to call the login_callback, // which will push us to the next state. - + display_startup(); // Sleep so we don't spin the CPU ms_sleep(1); return FALSE; @@ -1169,37 +1185,51 @@ bool idle_startup() // Finish agent initialization. (Requires gSavedSettings, builds camera) gAgent.init(); + display_startup(); gAgentCamera.init(); + display_startup(); set_underclothes_menu_options(); + display_startup(); // Since we connected, save off the settings so the user doesn't have to // type the name/password again if we crash. gSavedSettings.saveToFile(gSavedSettings.getString("ClientSettingsFile"), TRUE); LLUIColorTable::instance().saveUserSettings(); + display_startup(); + // // Initialize classes w/graphics stuff. // gTextureList.doPrefetchImages(); + display_startup(); + LLSurface::initClasses(); + display_startup(); + LLFace::initClass(); + display_startup(); LLDrawable::initClass(); + display_startup(); // init the shader managers LLPostProcess::initClass(); + display_startup(); LLViewerObject::initVOClasses(); + display_startup(); // Initialize all our tools. Must be done after saved settings loaded. // NOTE: This also is where gToolMgr used to be instantiated before being turned into a singleton. LLToolMgr::getInstance()->initTools(); + display_startup(); // Pre-load floaters, like the world map, that are slow to spawn // due to XML complexity. gViewerWindow->initWorldUI(); - + display_startup(); // This is where we used to initialize gWorldp. Original comment said: @@ -1207,24 +1237,26 @@ bool idle_startup() // User might have overridden far clip LLWorld::getInstance()->setLandFarClip(gAgentCamera.mDrawDistance); - + display_startup(); // Before we create the first region, we need to set the agent's mOriginGlobal // This is necessary because creating objects before this is set will result in a // bad mPositionAgent cache. gAgent.initOriginGlobal(from_region_handle(gFirstSimHandle)); + display_startup(); LLWorld::getInstance()->addRegion(gFirstSimHandle, gFirstSim); + display_startup(); LLViewerRegion *regionp = LLWorld::getInstance()->getRegionFromHandle(gFirstSimHandle); LL_INFOS("AppInit") << "Adding initial simulator " << regionp->getOriginGlobal() << LL_ENDL; regionp->setSeedCapability(gFirstSimSeedCap); LL_DEBUGS("AppInit") << "Waiting for seed grant ...." << LL_ENDL; - + display_startup(); // Set agent's initial region to be the one we just created. gAgent.setRegion(regionp); - + display_startup(); // Set agent's initial position, which will be read by LLVOAvatar when the avatar // object is created. I think this must be done after setting the region. JC gAgent.setPositionAgent(agent_start_position_region); @@ -1244,6 +1276,7 @@ bool idle_startup() { LLStartUp::multimediaInit(); LLStartUp::setStartupState( STATE_FONT_INIT ); + display_startup(); return FALSE; } @@ -1252,6 +1285,7 @@ bool idle_startup() { LLStartUp::fontInit(); LLStartUp::setStartupState( STATE_SEED_GRANTED_WAIT ); + display_startup(); return FALSE; } @@ -1279,6 +1313,7 @@ bool idle_startup() set_startup_status(0.4f, LLTrans::getString("LoginRequestSeedCapGrant"), gAgent.mMOTD); } } + display_startup(); return FALSE; } @@ -1289,7 +1324,9 @@ bool idle_startup() //--------------------------------------------------------------------- if (STATE_SEED_CAP_GRANTED == LLStartUp::getStartupState()) { + display_startup(); update_texture_fetch(); + display_startup(); if ( gViewerWindow != NULL) { // This isn't the first logon attempt, so show the UI @@ -1297,12 +1334,15 @@ bool idle_startup() } gLoginMenuBarView->setVisible( FALSE ); gLoginMenuBarView->setEnabled( FALSE ); + display_startup(); // direct logging to the debug console's line buffer LLError::logToFixedBuffer(gDebugView->mDebugConsolep); + display_startup(); // set initial visibility of debug console gDebugView->mDebugConsolep->setVisible(gSavedSettings.getBOOL("ShowDebugConsole")); + display_startup(); // // Set message handlers @@ -1311,22 +1351,28 @@ bool idle_startup() // register callbacks for messages. . . do this after initial handshake to make sure that we don't catch any unwanted register_viewer_callbacks(gMessageSystem); + display_startup(); // Debugging info parameters gMessageSystem->setMaxMessageTime( 0.5f ); // Spam if decoding all msgs takes more than 500 ms + display_startup(); #ifndef LL_RELEASE_FOR_DOWNLOAD gMessageSystem->setTimeDecodes( TRUE ); // Time the decode of each msg gMessageSystem->setTimeDecodesSpamThreshold( 0.05f ); // Spam if a single msg takes over 50ms to decode #endif + display_startup(); gXferManager->registerCallbacks(gMessageSystem); + display_startup(); LLStartUp::initNameCache(); + display_startup(); // update the voice settings *after* gCacheName initialization // so that we can construct voice UI that relies on the name cache LLVoiceClient::getInstance()->updateSettings(); + display_startup(); //gCacheName is required for nearby chat history loading //so I just moved nearby history loading a few states further @@ -1335,12 +1381,14 @@ bool idle_startup() LLNearbyChat* nearby_chat = LLNearbyChat::getInstance(); if (nearby_chat) nearby_chat->loadHistory(); } + display_startup(); // *Note: this is where gWorldMap used to be initialized. // register null callbacks for audio until the audio system is initialized gMessageSystem->setHandlerFuncFast(_PREHASH_SoundTrigger, null_message_callback, NULL); gMessageSystem->setHandlerFuncFast(_PREHASH_AttachedSound, null_message_callback, NULL); + display_startup(); //reset statistics LLViewerStats::getInstance()->resetStats(); @@ -1370,6 +1418,7 @@ bool idle_startup() LLViewerCamera::getInstance()->setAspect(gViewerWindow->getWorldViewAspectRatio()); // Initialize FOV LLViewerCamera::getInstance()->setDefaultFOV(gSavedSettings.getF32("CameraAngle")); + display_startup(); // Move agent to starting location. The position handed to us by // the space server is in global coordinates, but the agent frame @@ -1380,6 +1429,7 @@ bool idle_startup() gAgent.resetAxes(gAgentStartLookAt); gAgentCamera.stopCameraAnimation(); gAgentCamera.resetCamera(); + display_startup(); // Initialize global class data needed for surfaces (i.e. textures) LL_DEBUGS("AppInit") << "Initializing sky..." << LL_ENDL; @@ -1392,6 +1442,8 @@ bool idle_startup() LLGLState::checkStates(); LLGLState::checkTextureChannels(); + display_startup(); + LL_DEBUGS("AppInit") << "Decoding images..." << LL_ENDL; // For all images pre-loaded into viewer cache, decode them. // Need to do this AFTER we init the sky @@ -1405,6 +1457,8 @@ bool idle_startup() } LLStartUp::setStartupState( STATE_WORLD_WAIT ); + display_startup(); + // JC - Do this as late as possible to increase likelihood Purify // will run. LLMessageSystem* msg = gMessageSystem; @@ -1432,6 +1486,7 @@ bool idle_startup() NULL); timeout.reset(); + display_startup(); return FALSE; } @@ -1450,8 +1505,10 @@ bool idle_startup() LLMessageSystem* msg = gMessageSystem; while (msg->checkAllMessages(gFrameCount, gServicePump)) { + display_startup(); } msg->processAcks(); + display_startup(); return FALSE; } @@ -1462,6 +1519,7 @@ bool idle_startup() { LL_DEBUGS("AppInit") << "Connecting to region..." << LL_ENDL; set_startup_status(0.60f, LLTrans::getString("LoginConnectingToRegion"), gAgent.mMOTD); + display_startup(); // register with the message system so it knows we're // expecting this message LLMessageSystem* msg = gMessageSystem; @@ -1477,6 +1535,7 @@ bool idle_startup() msg->newMessageFast(_PREHASH_EconomyDataRequest); gAgent.sendReliableMessage(); } + display_startup(); // Create login effect // But not on first login, because you can't see your avatar then @@ -1491,6 +1550,7 @@ bool idle_startup() LLStartUp::setStartupState( STATE_AGENT_WAIT ); // Go to STATE_AGENT_WAIT timeout.reset(); + display_startup(); return FALSE; } @@ -1515,14 +1575,17 @@ bool idle_startup() LL_DEBUGS("AppInit") << "Awaiting AvatarInitComplete, got " << msg->getMessageName() << LL_ENDL; } + display_startup(); } msg->processAcks(); + display_startup(); + if (gAgentMovementCompleted) { LLStartUp::setStartupState( STATE_INVENTORY_SEND ); } - + display_startup(); return FALSE; } @@ -1531,9 +1594,10 @@ bool idle_startup() //--------------------------------------------------------------------- if (STATE_INVENTORY_SEND == LLStartUp::getStartupState()) { + display_startup(); // Inform simulator of our language preference LLAgentLanguage::update(); - + display_startup(); // unpack thin inventory LLSD response = LLLoginInstance::getInstance()->getResponse(); //bool dump_buffer = false; @@ -1548,6 +1612,7 @@ bool idle_startup() gInventory.setLibraryRootFolderID(id.asUUID()); } } + display_startup(); LLSD inv_lib_owner = response["inventory-lib-owner"]; if(inv_lib_owner.isDefined()) @@ -1559,6 +1624,7 @@ bool idle_startup() gInventory.setLibraryOwnerID( LLUUID(id.asUUID())); } } + display_startup(); LLSD inv_skel_lib = response["inventory-skel-lib"]; if(inv_skel_lib.isDefined() && gInventory.getLibraryOwnerID().notNull()) @@ -1568,6 +1634,7 @@ bool idle_startup() LL_WARNS("AppInit") << "Problem loading inventory-skel-lib" << LL_ENDL; } } + display_startup(); LLSD inv_skeleton = response["inventory-skeleton"]; if(inv_skeleton.isDefined()) @@ -1577,6 +1644,7 @@ bool idle_startup() LL_WARNS("AppInit") << "Problem loading inventory-skel-targets" << LL_ENDL; } } + display_startup(); LLSD inv_basic = response["inventory-basic"]; if(inv_basic.isDefined()) @@ -1614,6 +1682,7 @@ bool idle_startup() list[agent_id] = new LLRelationship(given_rights, has_rights, false); } LLAvatarTracker::instance().addBuddyList(list); + display_startup(); } bool show_hud = false; @@ -1641,6 +1710,8 @@ bool idle_startup() //} } } + display_startup(); + // Either we want to show tutorial because this is the first login // to a Linden Help Island or the user quit with the tutorial // visible. JC @@ -1648,22 +1719,26 @@ bool idle_startup() { LLFloaterReg::showInstance("hud", LLSD(), FALSE); } + display_startup(); LLSD event_notifications = response["event_notifications"]; if(event_notifications.isDefined()) { gEventNotifier.load(event_notifications); } + display_startup(); LLSD classified_categories = response["classified_categories"]; if(classified_categories.isDefined()) { LLClassifiedInfo::loadCategories(classified_categories); } + display_startup(); // This method MUST be called before gInventory.findCategoryUUIDForType because of // gInventory.mIsAgentInvUsable is set to true in the gInventory.buildParentChildMap. gInventory.buildParentChildMap(); + display_startup(); //all categories loaded. lets create "My Favorites" category gInventory.findCategoryUUIDForType(LLFolderType::FT_FAVORITE,true); @@ -1677,24 +1752,26 @@ bool idle_startup() LLAvatarTracker::instance().registerCallbacks(msg); llinfos << " Landmark" << llendl; LLLandmark::registerCallbacks(msg); + display_startup(); // request mute list llinfos << "Requesting Mute List" << llendl; LLMuteList::getInstance()->requestFromServer(gAgent.getID()); - + display_startup(); // Get L$ and ownership credit information llinfos << "Requesting Money Balance" << llendl; LLStatusBar::sendMoneyBalanceRequest(); - + display_startup(); // request all group information llinfos << "Requesting Agent Data" << llendl; gAgent.sendAgentDataUpdateRequest(); - + display_startup(); // Create the inventory views llinfos << "Creating Inventory Views" << llendl; LLFloaterReg::getInstance("inventory"); - + display_startup(); LLStartUp::setStartupState( STATE_MISC ); + display_startup(); return FALSE; } @@ -1743,17 +1820,23 @@ bool idle_startup() gSavedSettings.setBOOL("ShowStartLocation", TRUE); } + display_startup(); + if (gSavedSettings.getBOOL("HelpFloaterOpen")) { // show default topic LLViewerHelp::instance().showTopic(""); } + display_startup(); + // We're successfully logged in. gSavedSettings.setBOOL("FirstLoginThisInstall", FALSE); LLFloaterReg::showInitialVisibleInstances(); + display_startup(); + // based on the comments, we've successfully logged in so we can delete the 'forced' // URL that the updater set in settings.ini (in a mostly paranoid fashion) std::string nextLoginLocation = gSavedSettings.getString( "NextLoginLocation" ); @@ -1767,8 +1850,10 @@ bool idle_startup() LLUIColorTable::instance().saveUserSettings(); }; + display_startup(); // JC: Initializing audio requests many sounds for download. init_audio(); + display_startup(); // JC: Initialize "active" gestures. This may also trigger // many gesture downloads, if this is the user's first @@ -1806,6 +1891,7 @@ bool idle_startup() LLGestureMgr::instance().startFetch(); } gDisplaySwapBuffers = TRUE; + display_startup(); LLMessageSystem* msg = gMessageSystem; msg->setHandlerFuncFast(_PREHASH_SoundTrigger, process_sound_trigger); @@ -1880,8 +1966,10 @@ bool idle_startup() } } + display_startup(); //DEV-17797. get null folder. Any items found here moved to Lost and Found LLInventoryModelBackgroundFetch::instance().findLostItems(); + display_startup(); LLStartUp::setStartupState( STATE_PRECACHE ); timeout.reset(); @@ -1890,6 +1978,7 @@ bool idle_startup() if (STATE_PRECACHE == LLStartUp::getStartupState()) { + display_startup(); F32 timeout_frac = timeout.getElapsedTimeF32()/PRECACHING_DELAY; // We now have an inventory skeleton, so if this is a user's first @@ -1906,6 +1995,8 @@ bool idle_startup() LLStartUp::loadInitialOutfit( sInitialOutfit, sInitialOutfitGender ); } + display_startup(); + // wait precache-delay and for agent's avatar or a lot longer. if(((timeout_frac > 1.f) && isAgentAvatarValid()) || (timeout_frac > 3.f)) @@ -1947,6 +2038,8 @@ bool idle_startup() return TRUE; } + display_startup(); + if (wearables_time > MAX_WEARABLES_TIME) { LLNotificationsUtil::add("ClothingLoading"); @@ -1978,16 +2071,20 @@ bool idle_startup() } } + display_startup(); update_texture_fetch(); + display_startup(); set_startup_status(0.9f + 0.1f * wearables_time / MAX_WEARABLES_TIME, LLTrans::getString("LoginDownloadingClothing").c_str(), gAgent.mMOTD.c_str()); + display_startup(); return TRUE; } if (STATE_CLEANUP == LLStartUp::getStartupState()) { set_startup_status(1.0, "", ""); + display_startup(); // Let the map know about the inventory. LLFloaterWorldMap* floater_world_map = LLFloaterWorldMap::getInstance(); @@ -2003,6 +2100,7 @@ bool idle_startup() //gViewerWindow->revealIntroPanel(); gViewerWindow->setStartupComplete(); gViewerWindow->setProgressCancelButtonVisible(FALSE); + display_startup(); // We're not away from keyboard, even though login might have taken // a while. JC @@ -2038,6 +2136,7 @@ bool idle_startup() // LLUserAuth::getInstance()->reset(); LLStartUp::setStartupState( STATE_STARTED ); + display_startup(); // Unmute audio if desired and setup volumes. // Unmute audio if desired and setup volumes. @@ -2062,6 +2161,7 @@ bool idle_startup() LLAgentPicksInfo::getInstance()->requestNumberOfPicks(); LLIMFloater::initIMFloater(); + display_startup(); return TRUE; } -- cgit v1.2.3 From e43f4dc31b40e588805e06f4c503e0387687a08e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 16:51:12 -0500 Subject: SH-2276 Add some info around a possible deadlock culprit. --- indra/newview/llvowlsky.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index c26aefb28f..14fd0a1eb1 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -349,6 +349,9 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) mStripsVerts.resize(strips_segments, NULL); + LLTimer timer; + timer.start(); + for (U32 i = 0; i < strips_segments ;++i) { LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB); @@ -390,6 +393,8 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) // and unlock the buffer segment->flush(); } + + llinfos << "completed in " << llformat("%.2f", timer.getElapsedTimeF32()) << "seconds" << llendl; } #else mStripsVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB); -- cgit v1.2.3 From 0d75c5f4a68df5850dff9afbca545a51459dc040 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 12:57:13 -0500 Subject: Pull Nyx's thread local data initialization fix --- indra/newview/llappviewer.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 2320d4a0d0..eb5ebbf1e9 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -773,6 +773,9 @@ bool LLAppViewer::init() LLViewerAssetStatsFF::init(); } + // init main thread's local data pool before initializing the threads - Nyx + LLThreadLocalData::init(); + initThreads(); LL_INFOS("InitInfo") << "Threads initialized." << LL_ENDL ; -- cgit v1.2.3 From 1e9a4924317b8c0c2c8418c8531c9fd1b141b605 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 13:10:38 -0500 Subject: SH-2276 disable private memory pool management --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 727851b4da..890eb0f0ce 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -5655,7 +5655,7 @@ Type Boolean Value - 1 + 0 MemProfiling -- cgit v1.2.3 From 973fefc8d9014f6389b4c3f9633ce398fdf5399e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 16:25:47 -0500 Subject: SH-2276 enable verbose GL debugging to try and get some more info in crash reports --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 890eb0f0ce..11ac2b695e 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7763,7 +7763,7 @@ Type Boolean Value - 0 + 1 RenderDebugNormalScale -- cgit v1.2.3 From 7238714634e72dacc4b09c1c4ee98b16fb0c91fe Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 19:32:56 -0500 Subject: SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it) --- indra/newview/app_settings/settings.xml | 13 +- .../shaders/class1/environment/terrainF.glsl | 46 ++++--- .../shaders/class1/environment/terrainV.glsl | 41 +++--- .../shaders/class1/environment/terrainWaterF.glsl | 47 ++++--- .../shaders/class1/environment/underWaterF.glsl | 73 ++++++++--- .../shaders/class1/environment/waterF.glsl | 80 +++++++----- .../shaders/class1/environment/waterFogF.glsl | 50 ++++++-- .../shaders/class1/lighting/lightF.glsl | 12 +- .../shaders/class1/lighting/lightFullbrightF.glsl | 17 ++- .../class1/lighting/lightFullbrightShinyF.glsl | 26 +++- .../lighting/lightFullbrightShinyWaterF.glsl | 27 +++- .../class1/lighting/lightFullbrightWaterF.glsl | 14 ++- .../shaders/class1/lighting/lightShinyF.glsl | 19 ++- .../shaders/class1/lighting/lightShinyWaterF.glsl | 18 ++- .../shaders/class1/lighting/lightSpecularV.glsl | 23 +--- .../shaders/class1/lighting/lightV.glsl | 19 +-- .../shaders/class1/lighting/lightWaterF.glsl | 16 ++- .../shaders/class1/objects/fullbrightShinyV.glsl | 22 ++-- .../shaders/class1/objects/fullbrightV.glsl | 20 +-- .../shaders/class1/objects/shinyV.glsl | 33 ++--- .../shaders/class1/objects/simpleV.glsl | 24 ++-- .../class1/windlight/atmosphericsHelpersV.glsl | 6 +- .../app_settings/shaders/class2/effects/blurF.glsl | 27 ---- .../app_settings/shaders/class2/effects/blurV.glsl | 27 ---- .../shaders/class2/effects/colorFilterF.glsl | 53 -------- .../shaders/class2/effects/drawQuadV.glsl | 39 ------ .../shaders/class2/effects/extractF.glsl | 44 ------- .../shaders/class2/effects/nightVisionF.glsl | 67 ---------- .../shaders/class2/effects/simpleF.glsl | 38 ------ .../shaders/class2/environment/terrainF.glsl | 64 ---------- .../shaders/class2/environment/terrainV.glsl | 88 ------------- .../shaders/class2/environment/terrainWaterF.glsl | 65 ---------- .../shaders/class2/environment/underWaterF.glsl | 110 ---------------- .../shaders/class2/environment/waterF.glsl | 139 --------------------- .../shaders/class2/environment/waterFogF.glsl | 74 ----------- .../shaders/class2/lighting/lightAlphaMaskF.glsl | 54 -------- .../class2/lighting/lightAlphaMaskNonIndexedF.glsl | 57 --------- .../shaders/class2/lighting/lightF.glsl | 46 ------- .../class2/lighting/lightFullbrightAlphaMaskF.glsl | 54 -------- .../shaders/class2/lighting/lightFullbrightF.glsl | 46 ------- .../lightFullbrightNonIndexedAlphaMaskF.glsl | 56 --------- .../lighting/lightFullbrightNonIndexedF.glsl | 48 ------- .../class2/lighting/lightFullbrightShinyF.glsl | 55 -------- .../lighting/lightFullbrightShinyNonIndexedF.glsl | 56 --------- .../lighting/lightFullbrightShinyWaterF.glsl | 53 -------- .../lightFullbrightShinyWaterNonIndexedF.glsl | 54 -------- .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 54 -------- .../class2/lighting/lightFullbrightWaterF.glsl | 46 ------- .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 54 -------- .../lighting/lightFullbrightWaterNonIndexedF.glsl | 46 ------- .../shaders/class2/lighting/lightNonIndexedF.glsl | 48 ------- .../shaders/class2/lighting/lightShinyF.glsl | 54 -------- .../class2/lighting/lightShinyNonIndexedF.glsl | 55 -------- .../shaders/class2/lighting/lightShinyWaterF.glsl | 51 -------- .../lighting/lightShinyWaterNonIndexedF.glsl | 52 -------- .../shaders/class2/lighting/lightSpecularV.glsl | 36 ------ .../shaders/class2/lighting/lightV.glsl | 36 ------ .../class2/lighting/lightWaterAlphaMaskF.glsl | 52 -------- .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 56 --------- .../shaders/class2/lighting/lightWaterF.glsl | 44 ------- .../class2/lighting/lightWaterNonIndexedF.glsl | 46 ------- .../shaders/class2/objects/fullbrightShinyV.glsl | 67 ---------- .../shaders/class2/objects/fullbrightV.glsl | 58 --------- .../shaders/class2/objects/shinyV.glsl | 65 ---------- .../shaders/class2/objects/simpleNonIndexedV.glsl | 61 --------- .../shaders/class2/objects/simpleV.glsl | 64 ---------- indra/newview/llviewercontrol.cpp | 1 - indra/newview/llviewershadermgr.cpp | 51 +------- 68 files changed, 421 insertions(+), 2736 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class2/effects/blurF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/blurV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/extractF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/simpleF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/waterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/shinyV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 11ac2b695e..cd5218c56d 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -3148,17 +3148,6 @@ Value 1 - EnableRippleWater - - Comment - Whether to use ripple water shader or not - Persist - 1 - Type - Boolean - Value - 1 - EnableTextureAtlas Comment @@ -9296,7 +9285,7 @@ Type Boolean Value - 0 + 1 RenderVBOMappingDisable diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index f0837dd4ca..18f6d91804 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -27,22 +27,38 @@ out vec4 gl_FragColor; #endif -uniform sampler2D detail0; -uniform sampler2D detail1; -uniform sampler2D alphaRamp; +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +uniform sampler2D detail_0; +uniform sampler2D detail_1; +uniform sampler2D detail_2; +uniform sampler2D detail_3; +uniform sampler2D alpha_ramp; -void main() +vec3 atmosLighting(vec3 light); + +vec3 scaleSoftClip(vec3 color); + +void main() { - float a = texture2D(alphaRamp, vary_texcoord1.xy).a; - vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, - texture2D(detail0, vary_texcoord0.xy).rgb, - a); + /// Note: This should duplicate the blending functionality currently used for the terrain rendering. + + /// TODO Confirm tex coords and bind them appropriately in vert shader. + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); + + /// Add WL Components + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + + gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); } + diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index d4a62db684..f183b885d1 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -25,9 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 texture_matrix2; -uniform mat4 texture_matrix3; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -39,14 +36,12 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; -ATTRIBUTE vec2 texcoord3; VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; + +void calcAtmospherics(vec3 inPositionEye); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -68,16 +63,26 @@ void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position, 1.0); + + vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); - - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); + + calcAtmospherics(pos.xyz); + + /// Potentially better without it for water. + pos /= pos.w; + + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); vertex_color = color; + + // Transform and pass tex coords + vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy; - vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy; - vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy; - vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy; + vec4 t = vec4(texcoord1,0,1); + + vary_texcoord0.zw = t.xy; + vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); + vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); } + diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index b84f29423f..e5c7ced52c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -27,24 +27,39 @@ out vec4 gl_FragColor; #endif -// this class1 shader is just a copy of terrainF +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; -uniform sampler2D detail0; -uniform sampler2D detail1; -uniform sampler2D alphaRamp; +uniform sampler2D detail_0; +uniform sampler2D detail_1; +uniform sampler2D detail_2; +uniform sampler2D detail_3; +uniform sampler2D alpha_ramp; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +vec3 atmosLighting(vec3 light); -void main() +vec4 applyWaterFog(vec4 color); + +void main() { - float a = texture2D(alphaRamp, vary_texcoord1.xy).a; - vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, - texture2D(detail0, vary_texcoord0.xy).rgb, - a); + /// Note: This should duplicate the blending functionality currently used for the terrain rendering. + + /// TODO Confirm tex coords and bind them appropriately in vert shader. + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); + + /// Add WL Components + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + + outColor = applyWaterFog(outColor); + gl_FragColor = outColor; } + diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 2e138d35bf..1fdb90f792 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -30,31 +30,75 @@ out vec4 gl_FragColor; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; +uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -void main() +vec4 applyWaterFog(vec4 color, vec3 viewVec) { - vec4 color; + //normalize view vector + vec3 view = normalize(viewVec); + float es = -view.z; + + //find intersection point with water plane and eye vector - //get bigwave normal - vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0; - - //get detail normals - vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75; - dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25; - - //interpolate between big waves and little waves (big waves in deep water) - wavef = (wavef+dcol)*0.5; + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + //get object depth + float depth = length(viewVec); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + //return vec4(1.0, 0.0, 1.0, 1.0); + return color * D + kc * L; + //depth /= 10.0; + //return vec4(depth,depth,depth,0.0); +} - //crunch normal to range [-1,1] - wavef -= vec3(1,1,1); +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; @@ -62,6 +106,5 @@ void main() vec4 fb = texture2D(screenTex, distort); - gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999); - gl_FragColor.a = fb.a; + gl_FragColor = applyWaterFog(fb,view.xyz); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 1512074dda..444c896d38 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -29,16 +29,13 @@ out vec4 gl_FragColor; vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); -vec3 applyWaterFog(vec4 inColor); -uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; uniform float sunAngle; uniform float sunAngle2; -uniform float scaledAngle; uniform vec3 lightDir; uniform vec3 specular; uniform float lightExp; @@ -49,7 +46,7 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform vec4 fogCol; + //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; @@ -58,58 +55,83 @@ VARYING vec4 view; void main() { - vec3 viewVec = view.xyz; vec4 color; - float dist = length(viewVec.xy); + float dist = length(view.xy); //normalize view vector - viewVec = normalize(viewVec); + vec3 viewVec = normalize(view.xyz); //get wave normals - vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0; - - //get detail normals - vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75; - dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25; - - //interpolate between big waves and little waves (big waves in deep water) - wavef = (wavef + dcol) * 0.5; - - //crunch normal to range [-1,1] - wavef -= vec3(1,1,1); - wavef = normalize(wavef); - + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; //get base fresnel components - float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset; + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; float dist2 = dist; dist = max(dist, 5.0); + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + //get reflected color - vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333)); - vec2 refvec = distort+refdistort/dist; - vec4 refcol = texture2D(refTex, refvec); + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); + + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + refcol = mix(baseCol*df2, refcol, dweight); //get specular component float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - + //harden specular - spec = pow(spec, lightExp); + spec = pow(spec, 128.0); //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0); + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); vec4 fb = texture2D(screenTex, distort2); //mix with reflection - color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df); + // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); color.rgb += spec * specular; - //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb); + color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 45bd5c8b42..4bdfce9260 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -25,20 +25,50 @@ - +uniform vec4 lightnorm; +uniform vec4 waterPlane; uniform vec4 waterFogColor; -uniform float waterFogEnd; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec3 getPositionEye(); vec4 applyWaterFog(vec4 color) { - // GL_EXP2 Fog - //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth); - // GL_EXP Fog - // float fog = exp(-gl_Fog.density * fog_depth); - // GL_LINEAR Fog - float fog = (waterFogEnd - fog_depth) * gl_Fog.scale; - fog = clamp(fog, 0.0, 1.0); - color.rgb = mix(waterFogColor.rgb, color.rgb, fog); + //normalize view vector + vec3 view = normalize(getPositionEye()); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(getPositionEye() - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + return color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 8274a655db..735f5b3813 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -22,7 +22,7 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif @@ -30,11 +30,17 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2D diffuseMap; +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index ec7ec9ae7d..c3edc0bd70 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -22,18 +22,25 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif - -uniform sampler2D diffuseMap; - +VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + void fullbright_lighting() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index d47d1724a7..c981e9eba2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -22,18 +22,34 @@ * 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; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -VARYING vec2 vary_texcoord0; +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); -void fullbright_shiny_lighting() +void fullbright_shiny_lighting() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, vertex_color.a); + + gl_FragColor = color; } + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index bd67e2659e..c10cde98e0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -21,18 +21,33 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; -#endif +#endif +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -VARYING vec2 vary_texcoord0; +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); -void fullbright_shiny_lighting_water() +void fullbright_shiny_lighting_water() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); + + gl_FragColor = applyWaterFog(color); } + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 0cf5152661..2547f9e750 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -27,12 +27,20 @@ out vec4 gl_FragColor; #endif -uniform sampler2D diffuseMap; - +VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec4 diffuseLookup(vec2 texcoord); + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + void fullbright_lighting_water() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 761bda487d..e9c27dbefd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -29,13 +29,26 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -void shiny_lighting() +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 6761d35316..68c727d62c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -29,13 +29,23 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -void shiny_lighting_water() +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragColor = color; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, vertex_color.a); + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index 265d548ce9..24bf9b3cee 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -1,5 +1,5 @@ /** - * @file lightV.glsl + * @file lightSpecularV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,26 +24,13 @@ */ -uniform vec4 light_position[8]; -uniform vec3 light_diffuse[8]; -uniform vec4 light_ambient; -float calcDirectionalLight(vec3 n, vec3 l); +// All lights, no specular highlights + +vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); -// Same as non-specular lighting in lightV.glsl vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { - specularColor.rgb = vec3(0.0, 0.0, 0.0); - vec4 col; - col.a = color.a; - - col.rgb = baseCol.rgb + light_ambient.rgb; - - col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; + return sumLightsSpecular(pos, norm, color, specularColor, baseCol); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index b886f97743..8045809b82 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -24,24 +24,13 @@ */ -uniform vec4 light_position[8]; -uniform vec3 light_diffuse[8]; -uniform vec4 light_ambient; -float calcDirectionalLight(vec3 n, vec3 l); +// All lights, no specular highlights + +vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col; - col.a = color.a; - - col.rgb = baseLight.rgb+light_ambient.rgb; - - col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; + return sumLights(pos, norm, color, baseLight); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 2908d77443..e9537d1e9d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -25,16 +25,20 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; -#endif - +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2D diffuseMap; +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); -void default_lighting_water() +void default_lighting_water() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragColor = color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 8d1bbf350d..34bd8d445a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -29,9 +29,17 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + + + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +void passTextureIndex(); ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; @@ -39,14 +47,13 @@ VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - void main() { //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); @@ -54,10 +61,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); vertex_color = diffuse_color; - - } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 8b20c2a860..fc20d3270e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -26,26 +26,30 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; - + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + + +void calcAtmospherics(vec3 inPositionEye); + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -void calcAtmospherics(vec3 inPositionEye); - void main() { //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 4ca53a8f30..fdb3453cc5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file shinyV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -25,17 +25,21 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; -VARYING vec3 vary_texcoord0; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -44,19 +48,18 @@ uniform vec4 origin; void main() { //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec3 norm = normalize(normal_matrix * normal); + vec3 ref = reflect(pos.xyz, -norm); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - - -} + vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index df9111f941..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -29,28 +29,36 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - void main() { //transform vertex - 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; - + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + 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 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; + + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index ed0249330e..89b6a52909 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -uniform vec3 light_diffuse[8]; +uniform vec4 sunlight_color; uniform vec4 light_ambient; vec3 atmosAmbient(vec3 light) @@ -33,12 +33,12 @@ vec3 atmosAmbient(vec3 light) vec3 atmosAffectDirectionalLight(float lightIntensity) { - return light_diffuse[0].rgb * lightIntensity; + return sunlight_color.rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return light_diffuse[0].rgb; + return sunlight_color.rgb; } vec3 scaleDownLight(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl deleted file mode 100644 index 01fe4a4e14..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ /dev/null @@ -1,27 +0,0 @@ -/** - * @file blurf.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 - * $/LicenseInfo$ - */ - -//NOT USED!!! - diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl deleted file mode 100644 index b92e9b3f03..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ /dev/null @@ -1,27 +0,0 @@ -/** - * @file blurV.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 - * $/LicenseInfo$ - */ - - // NOT USED!! - diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl deleted file mode 100644 index f42497d8be..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file colorFilterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform float brightness; -uniform float contrast; -uniform vec3 contrastBase; -uniform float saturation; -uniform vec3 lumWeights; - -const float gamma = 2.0; - -void main(void) -{ - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Modulate brightness - color *= brightness; - - /// Modulate contrast - color = mix(contrastBase, color, contrast); - - /// Modulate saturation - color = mix(vec3(dot(color, lumWeights)), color, saturation); - - gl_FragColor = vec4(color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl deleted file mode 100644 index f03a6076c0..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file drawQuadV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - - -void main(void) -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vary_texcoord1 = texcoord1; -} diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl deleted file mode 100644 index ebf4f28a74..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file extractF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform float extractLow; -uniform float extractHigh; -uniform vec3 lumWeights; - -void main(void) -{ - /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Extract luminance and scale up by night vision brightness - float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); - - gl_FragColor = vec4(vec3(lum), 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl deleted file mode 100644 index 2bfcfad081..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file nightVisionF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform sampler2D NoiseTexture; -uniform float brightMult; -uniform float noiseStrength; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -float luminance(vec3 color) -{ - /// CALCULATING LUMINANCE (Using NTSC lum weights) - /// http://en.wikipedia.org/wiki/Luma_%28video%29 - return dot(color, vec3(0.299, 0.587, 0.114)); -} - -void main(void) -{ - /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Extract luminance and scale up by night vision brightness - float lum = luminance(color) * brightMult; - - /// Convert into night vision color space - /// Newer NVG colors (crisper and more saturated) - vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12); - - /// Add noise - float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r; - noiseValue = (noiseValue - 0.5) * noiseStrength; - - /// Older NVG colors (more muted) - // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11); - - outColor += noiseValue; - - gl_FragColor = vec4(outColor, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl deleted file mode 100644 index 932bd87152..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file simpleF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; - -VARYING vec2 vary_texcoord0; - -void main(void) -{ - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - gl_FragColor = vec4(1.0 - color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl deleted file mode 100644 index 18f6d91804..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file terrainF.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; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec3 scaleSoftClip(vec3 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl deleted file mode 100644 index f183b885d1..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ /dev/null @@ -1,88 +0,0 @@ -/** - * @file terrainV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - /// Potentially better without it for water. - pos /= pos.w; - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); - - vertex_color = color; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl deleted file mode 100644 index e5c7ced52c..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @file terrainWaterF.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; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec4 applyWaterFog(vec4 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - outColor = applyWaterFog(outColor); - gl_FragColor = outColor; -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl deleted file mode 100644 index 1fdb90f792..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ /dev/null @@ -1,110 +0,0 @@ -/** - * @file underWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - //return vec4(1.0, 0.0, 1.0, 1.0); - return color * D + kc * L; - //depth /= 10.0; - //return vec4(depth,depth,depth,0.0); -} - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - gl_FragColor = applyWaterFog(fb,view.xyz); -} diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl deleted file mode 100644 index 444c896d38..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ /dev/null @@ -1,139 +0,0 @@ -/** - * @file waterF.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 - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; - - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -void main() -{ - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; - - gl_FragColor = color; -} diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl deleted file mode 100644 index 4bdfce9260..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file waterFogF.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 vec4 lightnorm; -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec3 getPositionEye(); - -vec4 applyWaterFog(vec4 color) -{ - //normalize view vector - vec3 view = normalize(getPositionEye()); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(getPositionEye() - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl deleted file mode 100644 index 6815f7aa85..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl deleted file mode 100644 index 2640668d7d..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file lightAlphaMaskNonIndexedF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl deleted file mode 100644 index 735f5b3813..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightF.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; -VARYING vec2 vary_texcoord0; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -void default_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl deleted file mode 100644 index 92113d9afa..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl deleted file mode 100644 index c3edc0bd70..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightF.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; -VARYING vec2 vary_texcoord0; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl deleted file mode 100644 index d1ad3da009..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightFullbrightNonIndexedAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl deleted file mode 100644 index 4e1e664e6b..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file lightFullbrightF.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; -VARYING vec2 vary_texcoord0; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl deleted file mode 100644 index c981e9eba2..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file lightFullbrightShinyF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_shiny_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.a = max(color.a, vertex_color.a); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl deleted file mode 100644 index a4893f0359..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightFullbrightShinyF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_shiny_lighting() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.a = max(color.a, vertex_color.a); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl deleted file mode 100644 index c10cde98e0..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file lightFullbrightShinyWaterF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl deleted file mode 100644 index e9b26087f4..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightShinyWaterF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl deleted file mode 100644 index 32a1c71099..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightWaterAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec4 diffuseLookup(vec2 texcoord); - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl deleted file mode 100644 index 2547f9e750..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightWaterF.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; -VARYING vec2 vary_texcoord0; - -vec4 diffuseLookup(vec2 texcoord); - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl deleted file mode 100644 index 1b5aa61441..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightWaterNonIndexedAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl deleted file mode 100644 index aa3ef8cdd9..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightWaterF.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; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl deleted file mode 100644 index 9f1a358b53..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file lightF.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; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -void default_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl deleted file mode 100644 index e9c27dbefd..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightShinyF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl deleted file mode 100644 index 595ad74365..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file lightShinyF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl deleted file mode 100644 index 68c727d62c..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file lightShinyWaterF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl deleted file mode 100644 index f32b9e1958..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file lightShinyWaterF.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; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform sampler2D diffuseMap; -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl deleted file mode 100644 index 24bf9b3cee..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file lightSpecularV.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 - * $/LicenseInfo$ - */ - - - -// All lights, no specular highlights - -vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); - -vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) -{ - return sumLightsSpecular(pos, norm, color, specularColor, baseCol); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl deleted file mode 100644 index 8045809b82..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file lightV.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 - * $/LicenseInfo$ - */ - - - -// All lights, no specular highlights - -vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) -{ - return sumLights(pos, norm, color, baseLight); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl deleted file mode 100644 index 60289cf7f7..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file lightWaterAlphaMaskF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl deleted file mode 100644 index d0038ae89b..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightWaterAlphaMaskNonIndexedF.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 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color = applyWaterFog(color); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl deleted file mode 100644 index e9537d1e9d..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file lightWaterF.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; -VARYING vec2 vary_texcoord0; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl deleted file mode 100644 index 8b0c25b705..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightWaterF.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; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl deleted file mode 100644 index 34bd8d445a..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file fullbrightShinyV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - - - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - - vec3 norm = normalize(normal_matrix * normal); - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl deleted file mode 100644 index fc20d3270e..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file fullbrightV.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 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - - -void calcAtmospherics(vec3 inPositionEye); - - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - - -} diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl deleted file mode 100644 index fdb3453cc5..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @file shinyV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - - vec3 norm = normalize(normal_matrix * normal); - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); -} diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl deleted file mode 100644 index cb80697d15..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file simpleNonIndexedV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - - gl_Position = modelview_projection_matrix*vert; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - vec4 pos = (modelview_matrix * vert); - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vertex_color = color; - - -} diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl deleted file mode 100644 index 37a20383e2..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file simpleV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - 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 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vertex_color = color; - - -} diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 563a63287e..9fb804a74f 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -608,7 +608,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); - gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderGlowResolutionPow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderAvatarCloth")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6af9e464df..8e59a7c32d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -561,11 +561,7 @@ void LLViewerShaderMgr::setShaders() wl_class = 1; } - if(!gSavedSettings.getBOOL("EnableRippleWater")) - { - water_class = 0; - } - + // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()) { @@ -1087,51 +1083,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects() } } -#if 0 - // disabling loading of postprocess shaders until we fix - // ATI sampler2DRect compatibility. - - //load Color Filter Shader - if (success) - { - vector shaderUniforms; - shaderUniforms.reserve(7); - shaderUniforms.push_back("RenderTexture"); - shaderUniforms.push_back("gamma"); - shaderUniforms.push_back("brightness"); - shaderUniforms.push_back("contrast"); - shaderUniforms.push_back("contrastBase"); - shaderUniforms.push_back("saturation"); - shaderUniforms.push_back("lumWeights"); - - gPostColorFilterProgram.mName = "Color Filter Shader (Post)"; - gPostColorFilterProgram.mShaderFiles.clear(); - gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB)); - gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); - gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms); - } - - //load Night Vision Shader - if (success) - { - vector shaderUniforms; - shaderUniforms.reserve(5); - shaderUniforms.push_back("RenderTexture"); - shaderUniforms.push_back("NoiseTexture"); - shaderUniforms.push_back("brightMult"); - shaderUniforms.push_back("noiseStrength"); - shaderUniforms.push_back("lumWeights"); - - gPostNightVisionProgram.mName = "Night Vision Shader (Post)"; - gPostNightVisionProgram.mShaderFiles.clear(); - gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB)); - gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); - gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms); - } - #endif - return success; } -- cgit v1.2.3 From 8882d93de40cf3f7771e5ad1bfc6aefd47bd469d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 19:34:27 -0500 Subject: SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it) --- .../shaders/class1/lighting/lightAlphaMaskF.glsl | 54 +++++++++++++++++++ .../class1/lighting/lightAlphaMaskNonIndexedF.glsl | 57 ++++++++++++++++++++ .../class1/lighting/lightFullbrightAlphaMaskF.glsl | 54 +++++++++++++++++++ .../lightFullbrightNonIndexedAlphaMaskF.glsl | 56 ++++++++++++++++++++ .../lighting/lightFullbrightNonIndexedF.glsl | 48 +++++++++++++++++ .../lighting/lightFullbrightShinyNonIndexedF.glsl | 56 ++++++++++++++++++++ .../lightFullbrightShinyWaterNonIndexedF.glsl | 54 +++++++++++++++++++ .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 54 +++++++++++++++++++ .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 54 +++++++++++++++++++ .../lighting/lightFullbrightWaterNonIndexedF.glsl | 46 ++++++++++++++++ .../shaders/class1/lighting/lightNonIndexedF.glsl | 48 +++++++++++++++++ .../class1/lighting/lightShinyNonIndexedF.glsl | 55 +++++++++++++++++++ .../lighting/lightShinyWaterNonIndexedF.glsl | 52 ++++++++++++++++++ .../class1/lighting/lightWaterAlphaMaskF.glsl | 52 ++++++++++++++++++ .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 56 ++++++++++++++++++++ .../class1/lighting/lightWaterNonIndexedF.glsl | 46 ++++++++++++++++ .../shaders/class1/objects/indexedTextureF.glsl | 33 ++++++++++++ .../shaders/class1/objects/simpleNonIndexedV.glsl | 61 ++++++++++++++++++++++ 18 files changed, 936 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl new file mode 100644 index 0000000000..6815f7aa85 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -0,0 +1,54 @@ +/** + * @file lightAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void default_lighting() +{ + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl new file mode 100644 index 0000000000..2640668d7d --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -0,0 +1,57 @@ +/** + * @file lightAlphaMaskNonIndexedF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl new file mode 100644 index 0000000000..92113d9afa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -0,0 +1,54 @@ +/** + * @file lightFullbrightAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void fullbright_lighting() +{ + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl new file mode 100644 index 0000000000..d1ad3da009 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -0,0 +1,56 @@ +/** + * @file lightFullbrightNonIndexedAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl new file mode 100644 index 0000000000..4e1e664e6b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl @@ -0,0 +1,48 @@ +/** + * @file lightFullbrightF.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; +VARYING vec2 vary_texcoord0; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..a4893f0359 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -0,0 +1,56 @@ +/** + * @file lightFullbrightShinyF.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; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void fullbright_shiny_lighting() +{ + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, vertex_color.a); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..e9b26087f4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -0,0 +1,54 @@ +/** + * @file lightFullbrightShinyWaterF.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; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl new file mode 100644 index 0000000000..32a1c71099 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -0,0 +1,54 @@ +/** + * @file lightFullbrightWaterAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec4 diffuseLookup(vec2 texcoord); + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void fullbright_lighting_water() +{ + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl new file mode 100644 index 0000000000..1b5aa61441 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -0,0 +1,54 @@ +/** + * @file lightFullbrightWaterNonIndexedAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..aa3ef8cdd9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -0,0 +1,46 @@ +/** + * @file lightFullbrightWaterF.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; +VARYING vec2 vary_texcoord0; + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl new file mode 100644 index 0000000000..9f1a358b53 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -0,0 +1,48 @@ +/** + * @file lightF.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; +VARYING vec2 vary_texcoord0; + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..595ad74365 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl @@ -0,0 +1,55 @@ +/** + * @file lightShinyF.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; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..f32b9e1958 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl @@ -0,0 +1,52 @@ +/** + * @file lightShinyWaterF.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; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, vertex_color.a); + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl new file mode 100644 index 0000000000..60289cf7f7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -0,0 +1,52 @@ +/** + * @file lightWaterAlphaMaskF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void default_lighting_water() +{ + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl new file mode 100644 index 0000000000..d0038ae89b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -0,0 +1,56 @@ +/** + * @file lightWaterAlphaMaskNonIndexedF.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 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color = applyWaterFog(color); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..8b0c25b705 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -0,0 +1,46 @@ +/** + * @file lightWaterF.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; +VARYING vec2 vary_texcoord0; + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl new file mode 100644 index 0000000000..254c1d4fc2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl @@ -0,0 +1,33 @@ +/** + * @file fullbrightF.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 + * $/LicenseInfo$ + */ + + + + +void main() +{ + fullbright_lighting(); +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..cb80697d15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl @@ -0,0 +1,61 @@ +/** + * @file simpleNonIndexedV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + + gl_Position = modelview_projection_matrix*vert; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; + + vec4 pos = (modelview_matrix * vert); + + vec3 norm = normalize(normal_matrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vertex_color = color; + + +} -- cgit v1.2.3 From 97a86da85e2a83441f17208091b4b3b9ce6f6337 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 19:42:34 -0500 Subject: SH-2416 Make automatic alpha mask detection on by default --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index cd5218c56d..1b781ec3d4 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8605,7 +8605,7 @@ Type Boolean Value - 0 + 1 RenderAutoMaskAlphaDeferred -- cgit v1.2.3 From 754ce2be40ed53e8f925c21879305c9749adeb0d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 20:20:56 -0500 Subject: SH-2477 Integrate Tofu's FXAA edge threshold tweaks --- indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 4 ++-- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index fb574359ac..7588073a9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -2217,8 +2217,8 @@ void main() rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 0.75, //fxaaQualitySubpix - 0.166, //fxaaQualityEdgeThreshold - 0.0833, //fxaaQualityEdgeThresholdMin + 0.07, //fxaaQualityEdgeThreshold + 0.03, //fxaaQualityEdgeThresholdMin 8.0, //fxaaConsoleEdgeSharpness 0.125, //fxaaConsoleEdgeThreshold 0.05, //fxaaConsoleEdgeThresholdMin diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 066dfba5d9..1f1057d8f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -2102,8 +2102,8 @@ void main() rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 0.75, //fxaaQualitySubpix - 0.166, //fxaaQualityEdgeThreshold - 0.0833, //fxaaQualityEdgeThresholdMin + 0.07, //fxaaQualityEdgeThreshold + 0.03, //fxaaQualityEdgeThresholdMin 8.0, //fxaaConsoleEdgeSharpness 0.125, //fxaaConsoleEdgeThreshold 0.05, //fxaaConsoleEdgeThresholdMin -- cgit v1.2.3 From eadb745c593900ce50d3e081b365a073f21cb421 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 23:03:20 -0500 Subject: SH-2465 Move FXAA to its own pass independent of DoF (also removes the need to reload shaders when toggling FSAA on and off) --- .../shaders/class1/deferred/postDeferredF.glsl | 2099 +------------------- .../class1/deferred/postDeferredNoDoFF.glsl | 2085 +------------------ indra/newview/llviewercontrol.cpp | 16 - indra/newview/llviewershadermgr.cpp | 55 +- indra/newview/llviewershadermgr.h | 1 + indra/newview/pipeline.cpp | 57 +- 6 files changed, 67 insertions(+), 4246 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 7588073a9c..985f44fb6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -29,2067 +29,11 @@ out vec4 gl_FragColor; #endif -#define FXAA_PC 1 -//#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 - -/*============================================================================ - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - ------------------------------------------------------------------------------- - INTEGRATION CHECKLIST ------------------------------------------------------------------------------- -(1.) -In the shader source, setup defines for the desired configuration. -When providing multiple shaders (for different presets), -simply setup the defines differently in multiple files. -Example, - - #define FXAA_PC 1 - #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 - -Or, - - #define FXAA_360 1 - -Or, - - #define FXAA_PS3 1 - -Etc. - -(2.) -Then include this file, - - #include "Fxaa3_11.h" - -(3.) -Then call the FXAA pixel shader from within your desired shader. -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. -As for FXAA 3.11 all inputs for all shaders are the same -to enable easy porting between platforms. - - return FxaaPixelShader(...); - -(4.) -Insure pass prior to FXAA outputs RGBL (see next section). -Or use, - - #define FXAA_GREEN_AS_LUMA 1 - -(5.) -Setup engine to provide the following constants -which are used in the FxaaPixelShader() inputs, - - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir - -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. - -(6.) -Have FXAA vertex shader run as a full screen triangle, -and output "pos" and "fxaaConsolePosPos" -such that inputs in the pixel shader provide, - - // {xy} = center of pixel - FxaaFloat2 pos, - - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - -(7.) -Insure the texture sampler(s) used by FXAA are set to bilinear filtering. - - ------------------------------------------------------------------------------- - INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------- -FXAA3 requires RGBL as input unless the following is set, - - #define FXAA_GREEN_AS_LUMA 1 - -In which case the engine uses green in place of luma, -and requires RGB input is in a non-linear colorspace. - -RGB should be LDR (low dynamic range). -Specifically do FXAA after tonemapping. - -RGB data as returned by a texture fetch can be non-linear, -or linear when FXAA_GREEN_AS_LUMA is not set. -Note an "sRGB format" texture counts as linear, -because the result of a texture fetch is linear data. -Regular "RGBA8" textures in the sRGB colorspace are non-linear. - -If FXAA_GREEN_AS_LUMA is not set, -luma must be stored in the alpha channel prior to running FXAA. -This luma should be in a perceptual space (could be gamma 2.0). -Example pass before FXAA where output is gamma 2.0 encoded, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma - return color; - -Another example where output is linear encoded, -say for instance writing to an sRGB formated render target, -where the render target does the conversion back to sRGB after blending, - - color.rgb = ToneMap(color.rgb); // linear color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma - return color; - -Getting luma correct is required for the algorithm to work correctly. - - ------------------------------------------------------------------------------- - BEING LINEARLY CORRECT? ------------------------------------------------------------------------------- -Applying FXAA to a framebuffer with linear RGB color will look worse. -This is very counter intuitive, but happends to be true in this case. -The reason is because dithering artifacts will be more visiable -in a linear colorspace. - - ------------------------------------------------------------------------------- - COMPLEX INTEGRATION ------------------------------------------------------------------------------- -Q. What if the engine is blending into RGB before wanting to run FXAA? - -A. In the last opaque pass prior to FXAA, - have the pass write out luma into alpha. - Then blend into RGB only. - FXAA should be able to run ok - assuming the blending pass did not any add aliasing. - This should be the common case for particles and common blending passes. - -A. Or use FXAA_GREEN_AS_LUMA. - -============================================================================*/ - -/*============================================================================ - - INTEGRATION KNOBS - -============================================================================*/ -// -// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). -// FXAA_360_OPT is a prototype for the new optimized 360 version. -// -// 1 = Use API. -// 0 = Don't use API. -// -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PS3 - #define FXAA_PS3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360 - #define FXAA_360 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360_OPT - #define FXAA_360_OPT 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_PC - // - // FXAA Quality - // The high quality PC algorithm. - // - #define FXAA_PC 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PC_CONSOLE - // - // The console algorithm for PC is included - // for developers targeting really low spec machines. - // Likely better to just run FXAA_PC, and use a really low preset. - // - #define FXAA_PC_CONSOLE 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_5 - #define FXAA_HLSL_5 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_GREEN_AS_LUMA - // - // For those using non-linear color, - // and either not able to get luma in alpha, or not wanting to, - // this enables FXAA to run using green as a proxy for luma. - // So with this enabled, no need to pack luma in alpha. - // - // This will turn off AA on anything which lacks some amount of green. - // Pure red and blue or combination of only R and B, will get no AA. - // - // Might want to lower the settings for both, - // fxaaConsoleEdgeThresholdMin - // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors - // which contain a minor amount of green. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_GREEN_AS_LUMA 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_EARLY_EXIT - // - // Controls algorithm's early exit path. - // On PS3 turning this ON adds 2 cycles to the shader. - // On 360 turning this OFF adds 10ths of a millisecond to the shader. - // Turning this off on console will result in a more blurry image. - // So this defaults to on. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_EARLY_EXIT 1 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_DISCARD - // - // Only valid for PC OpenGL currently. - // Probably will not work when FXAA_GREEN_AS_LUMA = 1. - // - // 1 = Use discard on pixels which don't need AA. - // For APIs which enable concurrent TEX+ROP from same surface. - // 0 = Return unchanged color on pixels which don't need AA. - // - #define FXAA_DISCARD 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_FAST_PIXEL_OFFSET - // - // Used for GLSL 120 only. - // - // 1 = GL API supports fast pixel offsets - // 0 = do not use fast pixel offsets - // - #ifdef GL_EXT_gpu_shader4 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifndef FXAA_FAST_PIXEL_OFFSET - #define FXAA_FAST_PIXEL_OFFSET 0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GATHER4_ALPHA - // - // 1 = API supports gather4 on alpha channel. - // 0 = API does not support gather4 on alpha channel. - // - #if (FXAA_HLSL_5 == 1) - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifndef FXAA_GATHER4_ALPHA - #define FXAA_GATHER4_ALPHA 0 - #endif -#endif - -/*============================================================================ - FXAA CONSOLE PS3 - TUNING KNOBS -============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS - // - // Consoles the sharpness of edges on PS3 only. - // Non-PS3 tuning is done with shader input. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 8.0 is sharper - // 4.0 is softer - // 2.0 is really soft (good for vector graphics inputs) - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD - // - // Only effects PS3. - // Non-PS3 tuning is done with shader input. - // - // The minimum amount of local contrast required to apply algorithm. - // The console setting has a different mapping than the quality setting. - // - // This only applies when FXAA_EARLY_EXIT is 1. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 0.25 and 0.125. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 0.125 leaves less aliasing, but is softer - // 0.25 leaves more aliasing, and is sharper - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 - #else - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 - #endif -#endif - -/*============================================================================ - FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------- -NOTE the other tuning knobs are now in the shader function inputs! -============================================================================*/ -#ifndef FXAA_QUALITY__PRESET - // - // Choose the quality preset. - // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to - // in each shader define the preset, then include this file. - // - // OPTIONS - // ----------------------------------------------------------------------- - // 10 to 15 - default medium dither (10=fastest, 15=highest quality) - // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive - // - // NOTES - // ----------------------------------------------------------------------- - // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) - // 13 = about same speed as FXAA 3.9 and better than 12 - // 23 = closest to FXAA 3.9 visually and performance wise - // _ = the lowest digit is directly related to performance - // _ = the highest digit is directly related to style - // - #define FXAA_QUALITY__PRESET 12 -#endif - - -/*============================================================================ - - FXAA QUALITY - PRESETS - -============================================================================*/ - -/*============================================================================ - FXAA QUALITY - MEDIUM DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 3.0 - #define FXAA_QUALITY__P2 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 3.0 - #define FXAA_QUALITY__P3 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 4.0 - #define FXAA_QUALITY__P4 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 4.0 - #define FXAA_QUALITY__P5 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 4.0 - #define FXAA_QUALITY__P6 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 12.0 -#endif - -/*============================================================================ - FXAA QUALITY - LOW DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 2.0 - #define FXAA_QUALITY__P2 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 3.0 - #define FXAA_QUALITY__P6 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) - #define FXAA_QUALITY__PS 9 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 4.0 - #define FXAA_QUALITY__P8 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) - #define FXAA_QUALITY__PS 10 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 4.0 - #define FXAA_QUALITY__P9 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) - #define FXAA_QUALITY__PS 11 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 4.0 - #define FXAA_QUALITY__P10 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - -/*============================================================================ - FXAA QUALITY - EXTREME QUALITY -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.0 - #define FXAA_QUALITY__P2 1.0 - #define FXAA_QUALITY__P3 1.0 - #define FXAA_QUALITY__P4 1.0 - #define FXAA_QUALITY__P5 1.5 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - - - -/*============================================================================ - - API PORTING - -============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) - #define FxaaBool bool - #define FxaaDiscard discard - #define FxaaFloat float - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaHalf float - #define FxaaHalf2 vec2 - #define FxaaHalf3 vec3 - #define FxaaHalf4 vec4 - #define FxaaInt2 ivec2 - #define FxaaSat(x) clamp(x, 0.0, 1.0) - #define FxaaTex sampler2D -#else - #define FxaaBool bool - #define FxaaDiscard clip(-1) - #define FxaaFloat float - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaHalf half - #define FxaaHalf2 half2 - #define FxaaHalf3 half3 - #define FxaaHalf4 half4 - #define FxaaSat(x) saturate(x) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_120 == 1) - // Requires, - // #version 120 - // And at least, - // #extension GL_EXT_gpu_shader4 : enable - // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) - #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) - #if (FXAA_FAST_PIXEL_OFFSET == 1) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) - #else - #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) - #endif - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_130 == 1) - // Requires "#version 130" or better - #define FxaaTexTop(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) - #define FxaaInt2 float2 - #define FxaaTex sampler2D - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_4 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_5 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) - #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) - #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) - #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) - #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) -#endif - - -/*============================================================================ - GREEN AS LUMA OPTION SUPPORT FUNCTION -============================================================================*/ -#if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } -#else - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif - - - - -/*============================================================================ - - FXAA3 QUALITY - PC - -============================================================================*/ -#if (FXAA_PC == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy} = center of pixel - FxaaFloat2 pos, - // - // Used only for FXAA Console, and not used on the 360 version. - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - // - // Input color texture. - // {rgb_} = color in linear or perceptual color space - // if (FXAA_GREEN_AS_LUMA == 0) - // {___a} = luma in perceptual color space (not linear) - FxaaTex tex, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 2nd sampler. - // This sampler needs to have an exponent bias of -1. - FxaaTex fxaaConsole360TexExpBiasNegOne, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 3nd sampler. - // This sampler needs to have an exponent bias of -2. - FxaaTex fxaaConsole360TexExpBiasNegTwo, - // - // Only used on FXAA Quality. - // This must be from a constant/uniform. - // {x_} = 1.0/screenWidthInPixels - // {_y} = 1.0/screenHeightInPixels - FxaaFloat2 fxaaQualityRcpFrame, - // - // Only used on FXAA Console. - // This must be from a constant/uniform. - // This effects sub-pixel AA quality and inversely sharpness. - // Where N ranges between, - // N = 0.50 (default) - // N = 0.33 (sharper) - // {x___} = -N/screenWidthInPixels - // {_y__} = -N/screenHeightInPixels - // {__z_} = N/screenWidthInPixels - // {___w} = N/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt, - // - // Only used on FXAA Console. - // Not used on 360, but used on PS3 and PC. - // This must be from a constant/uniform. - // {x___} = -2.0/screenWidthInPixels - // {_y__} = -2.0/screenHeightInPixels - // {__z_} = 2.0/screenWidthInPixels - // {___w} = 2.0/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - // - // Only used on FXAA Console. - // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. - // This must be from a constant/uniform. - // {x___} = 8.0/screenWidthInPixels - // {_y__} = 8.0/screenHeightInPixels - // {__z_} = -4.0/screenWidthInPixels - // {___w} = -4.0/screenHeightInPixels - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__SUBPIX define. - // It is here now to allow easier tuning. - // Choose the amount of sub-pixel aliasing removal. - // This can effect sharpness. - // 1.00 - upper limit (softer) - // 0.75 - default amount of filtering - // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) - // 0.25 - almost off - // 0.00 - completely off - FxaaFloat fxaaQualitySubpix, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // The minimum amount of local contrast required to apply algorithm. - // 0.333 - too little (faster) - // 0.250 - low quality - // 0.166 - default - // 0.125 - high quality - // 0.063 - overkill (slower) - FxaaFloat fxaaQualityEdgeThreshold, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // 0.0833 - upper limit (default, the start of visible unfiltered edges) - // 0.0625 - high quality (faster) - // 0.0312 - visible limit (slower) - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaQualityEdgeThresholdMin, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. - // Due to the PS3 being ALU bound, - // there are only three safe values here: 2 and 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // For all other platforms can be a non-power of two. - // 8.0 is sharper (default!!!) - // 4.0 is softer - // 2.0 is really soft (good only for vector graphics inputs) - FxaaFloat fxaaConsoleEdgeSharpness, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. - // Due to the PS3 being ALU bound, - // there are only two safe values here: 1/4 and 1/8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // The console setting has a different mapping than the quality setting. - // Other platforms can use other values. - // 0.125 leaves less aliasing, but is softer (default!!!) - // 0.25 leaves more aliasing, and is sharper - FxaaFloat fxaaConsoleEdgeThreshold, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // The console setting has a different mapping than the quality setting. - // This only applies when FXAA_EARLY_EXIT is 1. - // This does not apply to PS3, - // PS3 was simplified to avoid more shader instructions. - // 0.06 - faster but more aliasing in darks - // 0.05 - default - // 0.04 - slower and less aliasing in darks - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaConsoleEdgeThresholdMin, - // - // Extra constants for 360 FXAA Console only. - // Use zeros or anything else for other platforms. - // These must be in physical constant registers and NOT immedates. - // Immedates will result in compiler un-optimizing. - // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - #if (FXAA_DISCARD == 0) - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); - #else - FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); - #endif - #if (FXAA_DISCARD == 1) - #define lumaM luma4A.w - #endif - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x - #else - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat maxSM = max(lumaS, lumaM); - FxaaFloat minSM = min(lumaS, lumaM); - FxaaFloat maxESM = max(lumaE, maxSM); - FxaaFloat minESM = min(lumaE, minSM); - FxaaFloat maxWN = max(lumaN, lumaW); - FxaaFloat minWN = min(lumaN, lumaW); - FxaaFloat rangeMax = max(maxWN, maxESM); - FxaaFloat rangeMin = min(minWN, minESM); - FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; - FxaaFloat range = rangeMax - rangeMin; - FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); - FxaaBool earlyExit = range < rangeMaxClamped; -/*--------------------------------------------------------------------------*/ - if(earlyExit) - #if (FXAA_DISCARD == 1) - FxaaDiscard; - #else - return rgbyM; - #endif -/*--------------------------------------------------------------------------*/ - #if (FXAA_GATHER4_ALPHA == 0) - FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #else - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNS = lumaN + lumaS; - FxaaFloat lumaWE = lumaW + lumaE; - FxaaFloat subpixRcpRange = 1.0/range; - FxaaFloat subpixNSWE = lumaNS + lumaWE; - FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; - FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNESE = lumaNE + lumaSE; - FxaaFloat lumaNWNE = lumaNW + lumaNE; - FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNWSW = lumaNW + lumaSW; - FxaaFloat lumaSWSE = lumaSW + lumaSE; - FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); - FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); - FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; - FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; - FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; - FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; -/*--------------------------------------------------------------------------*/ - FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; - FxaaFloat lengthSign = fxaaQualityRcpFrame.x; - FxaaBool horzSpan = edgeHorz >= edgeVert; - FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; -/*--------------------------------------------------------------------------*/ - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; - FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; -/*--------------------------------------------------------------------------*/ - FxaaFloat gradientN = lumaN - lumaM; - FxaaFloat gradientS = lumaS - lumaM; - FxaaFloat lumaNN = lumaN + lumaM; - FxaaFloat lumaSS = lumaS + lumaM; - FxaaBool pairN = abs(gradientN) >= abs(gradientS); - FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); - if(pairN) lengthSign = -lengthSign; - FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posB; - posB.x = posM.x; - posB.y = posM.y; - FxaaFloat2 offNP; - offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; - offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; - if(!horzSpan) posB.x += lengthSign * 0.5; - if( horzSpan) posB.y += lengthSign * 0.5; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; - FxaaFloat2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; - FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; - FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); - FxaaFloat subpixE = subpixC * subpixC; - FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); -/*--------------------------------------------------------------------------*/ - if(!pairN) lumaNN = lumaSS; - FxaaFloat gradientScaled = gradient * 1.0/4.0; - FxaaFloat lumaMM = lumaM - lumaNN * 0.5; - FxaaFloat subpixF = subpixD * subpixE; - FxaaBool lumaMLTZero = lumaMM < 0.0; -/*--------------------------------------------------------------------------*/ - lumaEndN -= lumaNN * 0.5; - lumaEndP -= lumaNN * 0.5; - FxaaBool doneN = abs(lumaEndN) >= gradientScaled; - FxaaBool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; - FxaaBool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; -/*--------------------------------------------------------------------------*/ - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 3) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 4) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 5) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 6) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 7) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 8) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 9) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 10) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 11) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 12) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } -/*--------------------------------------------------------------------------*/ - FxaaFloat dstN = posM.x - posN.x; - FxaaFloat dstP = posP.x - posM.x; - if(!horzSpan) dstN = posM.y - posN.y; - if(!horzSpan) dstP = posP.y - posM.y; -/*--------------------------------------------------------------------------*/ - FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - FxaaFloat spanLength = (dstP + dstN); - FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - FxaaFloat spanLengthRcp = 1.0/spanLength; -/*--------------------------------------------------------------------------*/ - FxaaBool directionN = dstN < dstP; - FxaaFloat dst = min(dstN, dstP); - FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; - FxaaFloat subpixG = subpixF * subpixF; - FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; - FxaaFloat subpixH = subpixG * fxaaQualitySubpix; -/*--------------------------------------------------------------------------*/ - FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - #if (FXAA_DISCARD == 1) - return FxaaTexTop(tex, posM); - #else - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); - #endif -} -/*==========================================================================*/ -#endif - - - - -/*============================================================================ - - FXAA3 CONSOLE - PC VERSION - ------------------------------------------------------------------------------- -Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 -Or - #define FXAA_QUALITY__PRESET 20 -Either are higher qualilty and almost as fast as this on modern PC GPUs. -============================================================================*/ -#if (FXAA_PC_CONSOLE == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); - FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); - FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); - FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat lumaM = rgbyM.w; - #else - FxaaFloat lumaM = rgbyM.y; - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); - lumaNe += 1.0/384.0; - FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); - FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); - FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMinM = min(lumaMin, lumaM); - FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); - FxaaFloat lumaMaxM = max(lumaMax, lumaM); - FxaaFloat dirSwMinusNe = lumaSw - lumaNe; - FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; - FxaaFloat dirSeMinusNw = lumaSe - lumaNw; - if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir; - dir.x = dirSwMinusNe + dirSeMinusNw; - dir.y = dirSwMinusNe - dirSeMinusNw; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir1 = normalize(dir.xy); - FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); - FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; - FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); - FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; - FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); -/*--------------------------------------------------------------------------*/ - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); - #else - FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); - #endif - if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; - return rgbyB; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - 360 PIXEL SHADER - ------------------------------------------------------------------------------- -This optimized version thanks to suggestions from Andy Luedke. -Should be fully tex bound in all cases. -As of the FXAA 3.11 release, I have still not tested this code, -however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. -And note this is replacing the old unoptimized version. -If it does not work, please let me know so I can fix it. -============================================================================*/ -#if (FXAA_360 == 1) -/*--------------------------------------------------------------------------*/ -[reduceTempRegUsage(4)] -float4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - float4 lumaNwNeSwSe; - #if (FXAA_GREEN_AS_LUMA == 0) - asm { - tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #else - asm { - tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #endif -/*--------------------------------------------------------------------------*/ - lumaNwNeSwSe.y += 1.0/384.0; - float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); - float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); -/*--------------------------------------------------------------------------*/ - float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - float lumaMinM = min(lumaMin, rgbyM.w); - float lumaMaxM = max(lumaMax, rgbyM.w); - #else - float lumaMinM = min(lumaMin, rgbyM.y); - float lumaMaxM = max(lumaMax, rgbyM.y); - #endif - if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); - dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); - dir = normalize(dir); -/*--------------------------------------------------------------------------*/ - float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; -/*--------------------------------------------------------------------------*/ - float4 dir2; - float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; - dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); - dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; -/*--------------------------------------------------------------------------*/ - float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); - float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); - float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); - float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ - float4 rgbyA = rgbyN1 + rgbyP1; - float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; -/*--------------------------------------------------------------------------*/ - float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; - rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; - return rgbyR; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) - -============================================================================== -The code below does not exactly match the assembly. -I have a feeling that 12 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h0.w(TRUE), v5.xwxx, #0 - 6: addh h0.z(TRUE), -h2, h0.w - 7: texpkb h1.w(TRUE), v5, #0 - 9: addh h0.x(TRUE), h0.z, -h1.w - 10: addh h3.w(TRUE), h0.z, h1 - 11: texpkb h2.w(TRUE), v5.zwzz, #0 - 13: addh h0.z(TRUE), h3.w, -h2.w - 14: addh h0.x(TRUE), h2.w, h0 - 15: nrmh h1.xz(TRUE), h0_n - 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| - 17: maxh h4.w(TRUE), h0, h1 - 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n - 19: movr r1.zw(TRUE), v4.xxxy - 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww - 22: minh h5.w(TRUE), h0, h1 - 23: texpkb h0(TRUE), r2.xzxx, #0 - 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 - 27: maxh h4.x(TRUE), h2.z, h2.w - 28: texpkb h1(TRUE), r0.zwzz, #0 - 30: addh_d2 h1(TRUE), h0, h1 - 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 33: texpkb h0(TRUE), r0, #0 - 35: minh h4.z(TRUE), h2, h2.w - 36: fenct TRUE - 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 39: texpkb h2(TRUE), r1, #0 - 41: addh_d2 h0(TRUE), h0, h2 - 42: maxh h2.w(TRUE), h4, h4.x - 43: minh h2.x(TRUE), h5.w, h4.z - 44: addh_d2 h0(TRUE), h0, h1 - 45: slth h2.x(TRUE), h0.w, h2 - 46: sgth h2.w(TRUE), h0, h2 - 47: movh h0(TRUE), h0 - 48: addx.c0 rc(TRUE), h2, h2.w - 49: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; - | | | - 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; - | | | - 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; - | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; - | | | - 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; - | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; - | | | - 5 | SCT1 | mov | 15: NRMh h1.xz, h0; - | SRB | nrm | 15: NRMh h1.xz, h0; - | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; - | SCB1 | max | 17: MAXh h4.w, h0, h1; - | | | - 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; - | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; - | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; - | SCB1 | min | 22: MINh h5.w, h0, h1; - | | | - 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; - | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; - | | | - 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; - | | | - 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; - | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; - | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; - | | | - 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; - | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; - | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; - | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; - | | | - 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; - | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; - | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; - | | | - 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; - | SCT1 | set | 46: SGTh h2.w, h0, h2; - | SCB0/1 | mul | 47: MOVh h0, h0; - | | | - 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; - | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 0% 0% 50% - 6: 100% 0% 75% - 7: 0% 100% 75% - 8: 0% 100% 100% - 9: 0% 100% 25% - 10: 0% 100% 100% - 11: 50% 0% 100% - 12: 50% 0% 100% - 13: 25% 0% 100% - -MEAN: 17% 61% 67% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 0% 100% - 2: 0% 0% 100% 0% 100% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 0% 0% 0% 100% 100% - 6: 100% 100% 0% 100% 100% - 7: 0% 0% 100% 100% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 0% 100% - 10: 0% 0% 100% 100% 100% - 11: 100% 100% 0% 100% 100% - 12: 100% 100% 0% 100% 100% - 13: 100% 0% 0% 100% 100% - -MEAN: 30% 23% 61% 76% 100% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 13 cycles, 3 r regs, 923,076,923 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O3 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 dir; - half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - lumaNe.w += half(1.0/512.0); - dir.x = -lumaNe.w; - dir.z = -lumaNe.w; - #else - lumaNe.y += half(1.0/512.0); - dir.x = -lumaNe.y; - dir.z = -lumaNe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSw.w; - dir.z += lumaSw.w; - #else - dir.x += lumaSw.y; - dir.z += lumaSw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x -= lumaNw.w; - dir.z += lumaNw.w; - #else - dir.x -= lumaNw.y; - dir.z += lumaNw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSe.w; - dir.z -= lumaSe.w; - #else - dir.x += lumaSe.y; - dir.z -= lumaSe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half4 dir1_pos; - dir1_pos.xy = normalize(dir.xyz).xz; - half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (7) - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (8) - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (9) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (11) - // compilier moves these scalar ops up to other cycles - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); - half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); - #else - half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); - half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); - #endif - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (12) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif -/*--------------------------------------------------------------------------*/ -// (13) - if(twoTapLt || twoTapGt) rgby2 = rgby1; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) - -============================================================================== -The code mostly matches the assembly. -I have a feeling that 14 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - -Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). -Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h1.w(TRUE), v5.xwxx, #0 - 6: addh h0.x(TRUE), h1.w, -h2.y - 7: texpkb h2.w(TRUE), v5.zwzz, #0 - 9: minh h4.w(TRUE), h2.y, h2 - 10: maxh h5.x(TRUE), h2.y, h2.w - 11: texpkb h0.w(TRUE), v5, #0 - 13: addh h3.w(TRUE), -h0, h0.x - 14: addh h0.x(TRUE), h0.w, h0 - 15: addh h0.z(TRUE), -h2.w, h0.x - 16: addh h0.x(TRUE), h2.w, h3.w - 17: minh h5.y(TRUE), h0.w, h1.w - 18: nrmh h2.xz(TRUE), h0_n - 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| - 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w - 21: movr r1.zw(TRUE), v4.xxxy - 22: maxh h2.w(TRUE), h0, h1 - 23: fenct TRUE - 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 26: texpkb h0(TRUE), r0, #0 - 28: maxh h5.x(TRUE), h2.w, h5 - 29: minh h5.w(TRUE), h5.y, h4 - 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 32: texpkb h2(TRUE), r1, #0 - 34: addh_d2 h2(TRUE), h0, h2 - 35: texpkb h1(TRUE), v4, #0 - 37: maxh h5.y(TRUE), h5.x, h1.w - 38: minh h4.w(TRUE), h1, h5 - 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 41: texpkb h0(TRUE), r0, #0 - 43: addh_m8 h5.z(TRUE), h5.y, -h4.w - 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 46: texpkb h3(TRUE), r2, #0 - 48: addh_d2 h0(TRUE), h0, h3 - 49: addh_d2 h3(TRUE), h0, h2 - 50: movh h0(TRUE), h3 - 51: slth h3.x(TRUE), h3.w, h5.w - 52: sgth h3.w(TRUE), h3, h5.x - 53: addx.c0 rc(TRUE), h3.x, h3 - 54: slth.c0 rc(TRUE), h5.z, h5 - 55: movh h0(c0.NE.w), h2 - 56: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; - | | | - 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; - | | | - 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; - | SCB1 | min | 9: MINh h4.w, h2.---y, h2; - | | | - 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; - | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; - | | | - 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; - | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; - | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; - | | | - 6 | SCT1 | mov | 18: NRMh h2.xz, h0; - | SRB | nrm | 18: NRMh h2.xz, h0; - | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; - | | | - 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; - | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; - | SCB1 | max | 22: MAXh h2.w, h0, h1; - | | | - 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; - | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; - | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; - | SCB1 | min | 29: MINh h5.w, h5.---y, h4; - | | | - 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; - | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; - | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; - | | | - 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; - | SCB1 | min | 38: MINh h4.w, h1, h5; - | | | - 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; - | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; - | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; - | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; - | | | - 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; - | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; - | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; - | | | - 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; - | SCB0/1 | mul | 50: MOVh h0, h3; - | | | - 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; - | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; - | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; - | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; - | | | - 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; - | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 50% 0% 25% - 6: 0% 0% 25% - 7: 100% 0% 25% - 8: 0% 100% 50% - 9: 0% 100% 100% - 10: 0% 100% 50% - 11: 0% 100% 75% - 12: 0% 100% 100% - 13: 100% 0% 100% - 14: 50% 0% 50% - 15: 100% 0% 100% - -MEAN: 26% 60% 56% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 100% 0% - 2: 0% 0% 100% 100% 0% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 100% 100% 0% 100% 0% - 6: 0% 0% 0% 0% 100% - 7: 100% 100% 0% 0% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 100% 100% - 10: 0% 0% 100% 100% 100% - 11: 0% 0% 100% 100% 100% - 12: 0% 0% 100% 100% 100% - 13: 100% 100% 0% 100% 100% - 14: 100% 100% 0% 100% 100% - 15: 100% 100% 0% 100% 100% - -MEAN: 33% 33% 60% 86% 80% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 15 cycles, 3 r regs, 800,000,000 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O2 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaNe = rgbyNe.w + half(1.0/512.0); - #else - half lumaNe = rgbyNe.y + half(1.0/512.0); - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaSwNegNe = lumaSw.w - lumaNe; - #else - half lumaSwNegNe = lumaSw.y - lumaNe; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); - half lumaMinNwSw = min(lumaNw.w, lumaSw.w); - #else - half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); - half lumaMinNwSw = min(lumaNw.y, lumaSw.y); - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half dirZ = lumaNw.w + lumaSwNegNe; - half dirX = -lumaNw.w + lumaSwNegNe; - #else - half dirZ = lumaNw.y + lumaSwNegNe; - half dirX = -lumaNw.y + lumaSwNegNe; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half3 dir; - dir.y = 0.0; - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x = lumaSe.w + dirX; - dir.z = -lumaSe.w + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.w); - #else - dir.x = lumaSe.y + dirX; - dir.z = -lumaSe.y + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir1_pos; - dir1_pos.xy = normalize(dir).xz; - half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (7) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNeSe = max(lumaNe, lumaSe.w); - #else - half lumaMaxNeSe = max(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (8) - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); - half lumaMin = min(lumaMinNwSw, lumaMinNeSe); -/*--------------------------------------------------------------------------*/ -// (9) - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxM = max(lumaMax, rgbyM.w); - half lumaMinM = min(lumaMin, rgbyM.w); - #else - half lumaMaxM = max(lumaMax, rgbyM.y); - half lumaMinM = min(lumaMin, rgbyM.y); - #endif -/*--------------------------------------------------------------------------*/ -// (11) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; -/*--------------------------------------------------------------------------*/ -// (12) - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (13) - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (14) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif - bool earlyExit = lumaRangeM < lumaMax; - bool twoTap = twoTapLt || twoTapGt; -/*--------------------------------------------------------------------------*/ -// (15) - if(twoTap) rgby2 = rgby1; - if(earlyExit) rgby2 = rgbyM; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - -uniform sampler2D diffuseMap; +uniform sampler2DRect diffuseRect; +uniform sampler2DRect edgeMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; - -uniform vec2 tc_scale; -uniform vec2 rcp_screen_res; -uniform vec4 rcp_frame_opt; -uniform vec4 rcp_frame_opt2; -uniform vec2 screen_res; +uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; @@ -2099,10 +43,9 @@ uniform float tan_pixel_angle; uniform float magnification; uniform mat4 inv_proj; +uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; - float getDepth(vec2 pos_screen) { @@ -2135,8 +78,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) float sc = calc_cof(d); float wg = 0.25; - - vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); + + vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -2156,7 +99,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve { float wg = 0.25; - vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); + vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -2166,6 +109,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } + void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; @@ -2175,7 +119,7 @@ void main() float depth = getDepth(tc); - vec4 diff = texture2D(diffuseMap, vary_fragcoord.xy*tc_scale/screen_res); + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -2189,7 +133,6 @@ void main() // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) - if (sc > 0.5) { while (sc > 0.5) { @@ -2205,30 +148,10 @@ void main() sc -= 1.0; } } - else - { - diff = FxaaPixelShader(vary_tc, //pos - vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos - diffuseMap, //tex - diffuseMap, - diffuseMap, - rcp_screen_res, //fxaaQualityRcpFrame - vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt - rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 - rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 - 0.75, //fxaaQualitySubpix - 0.07, //fxaaQualityEdgeThreshold - 0.03, //fxaaQualityEdgeThresholdMin - 8.0, //fxaaConsoleEdgeSharpness - 0.125, //fxaaConsoleEdgeThreshold - 0.05, //fxaaConsoleEdgeThresholdMin - vec4(0,0,0,0)); //fxaaConsole360ConstDir - - - } diff /= w; } - gl_FragColor = diff; + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 1f1057d8f7..c275434777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -29,2090 +29,17 @@ out vec4 gl_FragColor; #endif -#define FXAA_PC 1 -//#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; -/*============================================================================ - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - ------------------------------------------------------------------------------- - INTEGRATION CHECKLIST ------------------------------------------------------------------------------- -(1.) -In the shader source, setup defines for the desired configuration. -When providing multiple shaders (for different presets), -simply setup the defines differently in multiple files. -Example, - - #define FXAA_PC 1 - #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 - -Or, - - #define FXAA_360 1 - -Or, - - #define FXAA_PS3 1 - -Etc. - -(2.) -Then include this file, - - #include "Fxaa3_11.h" - -(3.) -Then call the FXAA pixel shader from within your desired shader. -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. -As for FXAA 3.11 all inputs for all shaders are the same -to enable easy porting between platforms. - - return FxaaPixelShader(...); - -(4.) -Insure pass prior to FXAA outputs RGBL (see next section). -Or use, - - #define FXAA_GREEN_AS_LUMA 1 - -(5.) -Setup engine to provide the following constants -which are used in the FxaaPixelShader() inputs, - - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir - -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. - -(6.) -Have FXAA vertex shader run as a full screen triangle, -and output "pos" and "fxaaConsolePosPos" -such that inputs in the pixel shader provide, - - // {xy} = center of pixel - FxaaFloat2 pos, - - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - -(7.) -Insure the texture sampler(s) used by FXAA are set to bilinear filtering. - - ------------------------------------------------------------------------------- - INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------- -FXAA3 requires RGBL as input unless the following is set, - - #define FXAA_GREEN_AS_LUMA 1 - -In which case the engine uses green in place of luma, -and requires RGB input is in a non-linear colorspace. - -RGB should be LDR (low dynamic range). -Specifically do FXAA after tonemapping. - -RGB data as returned by a texture fetch can be non-linear, -or linear when FXAA_GREEN_AS_LUMA is not set. -Note an "sRGB format" texture counts as linear, -because the result of a texture fetch is linear data. -Regular "RGBA8" textures in the sRGB colorspace are non-linear. - -If FXAA_GREEN_AS_LUMA is not set, -luma must be stored in the alpha channel prior to running FXAA. -This luma should be in a perceptual space (could be gamma 2.0). -Example pass before FXAA where output is gamma 2.0 encoded, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma - return color; - -Another example where output is linear encoded, -say for instance writing to an sRGB formated render target, -where the render target does the conversion back to sRGB after blending, - - color.rgb = ToneMap(color.rgb); // linear color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma - return color; - -Getting luma correct is required for the algorithm to work correctly. - - ------------------------------------------------------------------------------- - BEING LINEARLY CORRECT? ------------------------------------------------------------------------------- -Applying FXAA to a framebuffer with linear RGB color will look worse. -This is very counter intuitive, but happends to be true in this case. -The reason is because dithering artifacts will be more visiable -in a linear colorspace. - - ------------------------------------------------------------------------------- - COMPLEX INTEGRATION ------------------------------------------------------------------------------- -Q. What if the engine is blending into RGB before wanting to run FXAA? - -A. In the last opaque pass prior to FXAA, - have the pass write out luma into alpha. - Then blend into RGB only. - FXAA should be able to run ok - assuming the blending pass did not any add aliasing. - This should be the common case for particles and common blending passes. - -A. Or use FXAA_GREEN_AS_LUMA. - -============================================================================*/ - -/*============================================================================ - - INTEGRATION KNOBS - -============================================================================*/ -// -// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). -// FXAA_360_OPT is a prototype for the new optimized 360 version. -// -// 1 = Use API. -// 0 = Don't use API. -// -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PS3 - #define FXAA_PS3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360 - #define FXAA_360 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360_OPT - #define FXAA_360_OPT 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_PC - // - // FXAA Quality - // The high quality PC algorithm. - // - #define FXAA_PC 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PC_CONSOLE - // - // The console algorithm for PC is included - // for developers targeting really low spec machines. - // Likely better to just run FXAA_PC, and use a really low preset. - // - #define FXAA_PC_CONSOLE 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_5 - #define FXAA_HLSL_5 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_GREEN_AS_LUMA - // - // For those using non-linear color, - // and either not able to get luma in alpha, or not wanting to, - // this enables FXAA to run using green as a proxy for luma. - // So with this enabled, no need to pack luma in alpha. - // - // This will turn off AA on anything which lacks some amount of green. - // Pure red and blue or combination of only R and B, will get no AA. - // - // Might want to lower the settings for both, - // fxaaConsoleEdgeThresholdMin - // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors - // which contain a minor amount of green. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_GREEN_AS_LUMA 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_EARLY_EXIT - // - // Controls algorithm's early exit path. - // On PS3 turning this ON adds 2 cycles to the shader. - // On 360 turning this OFF adds 10ths of a millisecond to the shader. - // Turning this off on console will result in a more blurry image. - // So this defaults to on. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_EARLY_EXIT 1 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_DISCARD - // - // Only valid for PC OpenGL currently. - // Probably will not work when FXAA_GREEN_AS_LUMA = 1. - // - // 1 = Use discard on pixels which don't need AA. - // For APIs which enable concurrent TEX+ROP from same surface. - // 0 = Return unchanged color on pixels which don't need AA. - // - #define FXAA_DISCARD 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_FAST_PIXEL_OFFSET - // - // Used for GLSL 120 only. - // - // 1 = GL API supports fast pixel offsets - // 0 = do not use fast pixel offsets - // - #ifdef GL_EXT_gpu_shader4 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifndef FXAA_FAST_PIXEL_OFFSET - #define FXAA_FAST_PIXEL_OFFSET 0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GATHER4_ALPHA - // - // 1 = API supports gather4 on alpha channel. - // 0 = API does not support gather4 on alpha channel. - // - #if (FXAA_HLSL_5 == 1) - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifndef FXAA_GATHER4_ALPHA - #define FXAA_GATHER4_ALPHA 0 - #endif -#endif - -/*============================================================================ - FXAA CONSOLE PS3 - TUNING KNOBS -============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS - // - // Consoles the sharpness of edges on PS3 only. - // Non-PS3 tuning is done with shader input. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 8.0 is sharper - // 4.0 is softer - // 2.0 is really soft (good for vector graphics inputs) - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD - // - // Only effects PS3. - // Non-PS3 tuning is done with shader input. - // - // The minimum amount of local contrast required to apply algorithm. - // The console setting has a different mapping than the quality setting. - // - // This only applies when FXAA_EARLY_EXIT is 1. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 0.25 and 0.125. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 0.125 leaves less aliasing, but is softer - // 0.25 leaves more aliasing, and is sharper - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 - #else - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 - #endif -#endif - -/*============================================================================ - FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------- -NOTE the other tuning knobs are now in the shader function inputs! -============================================================================*/ -#ifndef FXAA_QUALITY__PRESET - // - // Choose the quality preset. - // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to - // in each shader define the preset, then include this file. - // - // OPTIONS - // ----------------------------------------------------------------------- - // 10 to 15 - default medium dither (10=fastest, 15=highest quality) - // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive - // - // NOTES - // ----------------------------------------------------------------------- - // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) - // 13 = about same speed as FXAA 3.9 and better than 12 - // 23 = closest to FXAA 3.9 visually and performance wise - // _ = the lowest digit is directly related to performance - // _ = the highest digit is directly related to style - // - #define FXAA_QUALITY__PRESET 12 -#endif - - -/*============================================================================ - - FXAA QUALITY - PRESETS - -============================================================================*/ - -/*============================================================================ - FXAA QUALITY - MEDIUM DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 3.0 - #define FXAA_QUALITY__P2 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 3.0 - #define FXAA_QUALITY__P3 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 4.0 - #define FXAA_QUALITY__P4 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 4.0 - #define FXAA_QUALITY__P5 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 4.0 - #define FXAA_QUALITY__P6 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 12.0 -#endif - -/*============================================================================ - FXAA QUALITY - LOW DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 2.0 - #define FXAA_QUALITY__P2 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 3.0 - #define FXAA_QUALITY__P6 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) - #define FXAA_QUALITY__PS 9 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 4.0 - #define FXAA_QUALITY__P8 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) - #define FXAA_QUALITY__PS 10 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 4.0 - #define FXAA_QUALITY__P9 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) - #define FXAA_QUALITY__PS 11 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 4.0 - #define FXAA_QUALITY__P10 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - -/*============================================================================ - FXAA QUALITY - EXTREME QUALITY -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.0 - #define FXAA_QUALITY__P2 1.0 - #define FXAA_QUALITY__P3 1.0 - #define FXAA_QUALITY__P4 1.0 - #define FXAA_QUALITY__P5 1.5 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - - - -/*============================================================================ - - API PORTING - -============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) - #define FxaaBool bool - #define FxaaDiscard discard - #define FxaaFloat float - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaHalf float - #define FxaaHalf2 vec2 - #define FxaaHalf3 vec3 - #define FxaaHalf4 vec4 - #define FxaaInt2 ivec2 - #define FxaaSat(x) clamp(x, 0.0, 1.0) - #define FxaaTex sampler2D -#else - #define FxaaBool bool - #define FxaaDiscard clip(-1) - #define FxaaFloat float - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaHalf half - #define FxaaHalf2 half2 - #define FxaaHalf3 half3 - #define FxaaHalf4 half4 - #define FxaaSat(x) saturate(x) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_120 == 1) - // Requires, - // #version 120 - // And at least, - // #extension GL_EXT_gpu_shader4 : enable - // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) - #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) - #if (FXAA_FAST_PIXEL_OFFSET == 1) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) - #else - #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) - #endif - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_130 == 1) - // Requires "#version 130" or better - #define FxaaTexTop(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) - #define FxaaInt2 float2 - #define FxaaTex sampler2D - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_4 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_5 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) - #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) - #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) - #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) - #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) -#endif - - -/*============================================================================ - GREEN AS LUMA OPTION SUPPORT FUNCTION -============================================================================*/ -#if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } -#else - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif - - - - -/*============================================================================ - - FXAA3 QUALITY - PC - -============================================================================*/ -#if (FXAA_PC == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy} = center of pixel - FxaaFloat2 pos, - // - // Used only for FXAA Console, and not used on the 360 version. - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - // - // Input color texture. - // {rgb_} = color in linear or perceptual color space - // if (FXAA_GREEN_AS_LUMA == 0) - // {___a} = luma in perceptual color space (not linear) - FxaaTex tex, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 2nd sampler. - // This sampler needs to have an exponent bias of -1. - FxaaTex fxaaConsole360TexExpBiasNegOne, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 3nd sampler. - // This sampler needs to have an exponent bias of -2. - FxaaTex fxaaConsole360TexExpBiasNegTwo, - // - // Only used on FXAA Quality. - // This must be from a constant/uniform. - // {x_} = 1.0/screenWidthInPixels - // {_y} = 1.0/screenHeightInPixels - FxaaFloat2 fxaaQualityRcpFrame, - // - // Only used on FXAA Console. - // This must be from a constant/uniform. - // This effects sub-pixel AA quality and inversely sharpness. - // Where N ranges between, - // N = 0.50 (default) - // N = 0.33 (sharper) - // {x___} = -N/screenWidthInPixels - // {_y__} = -N/screenHeightInPixels - // {__z_} = N/screenWidthInPixels - // {___w} = N/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt, - // - // Only used on FXAA Console. - // Not used on 360, but used on PS3 and PC. - // This must be from a constant/uniform. - // {x___} = -2.0/screenWidthInPixels - // {_y__} = -2.0/screenHeightInPixels - // {__z_} = 2.0/screenWidthInPixels - // {___w} = 2.0/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - // - // Only used on FXAA Console. - // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. - // This must be from a constant/uniform. - // {x___} = 8.0/screenWidthInPixels - // {_y__} = 8.0/screenHeightInPixels - // {__z_} = -4.0/screenWidthInPixels - // {___w} = -4.0/screenHeightInPixels - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__SUBPIX define. - // It is here now to allow easier tuning. - // Choose the amount of sub-pixel aliasing removal. - // This can effect sharpness. - // 1.00 - upper limit (softer) - // 0.75 - default amount of filtering - // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) - // 0.25 - almost off - // 0.00 - completely off - FxaaFloat fxaaQualitySubpix, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // The minimum amount of local contrast required to apply algorithm. - // 0.333 - too little (faster) - // 0.250 - low quality - // 0.166 - default - // 0.125 - high quality - // 0.063 - overkill (slower) - FxaaFloat fxaaQualityEdgeThreshold, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // 0.0833 - upper limit (default, the start of visible unfiltered edges) - // 0.0625 - high quality (faster) - // 0.0312 - visible limit (slower) - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaQualityEdgeThresholdMin, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. - // Due to the PS3 being ALU bound, - // there are only three safe values here: 2 and 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // For all other platforms can be a non-power of two. - // 8.0 is sharper (default!!!) - // 4.0 is softer - // 2.0 is really soft (good only for vector graphics inputs) - FxaaFloat fxaaConsoleEdgeSharpness, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. - // Due to the PS3 being ALU bound, - // there are only two safe values here: 1/4 and 1/8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // The console setting has a different mapping than the quality setting. - // Other platforms can use other values. - // 0.125 leaves less aliasing, but is softer (default!!!) - // 0.25 leaves more aliasing, and is sharper - FxaaFloat fxaaConsoleEdgeThreshold, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // The console setting has a different mapping than the quality setting. - // This only applies when FXAA_EARLY_EXIT is 1. - // This does not apply to PS3, - // PS3 was simplified to avoid more shader instructions. - // 0.06 - faster but more aliasing in darks - // 0.05 - default - // 0.04 - slower and less aliasing in darks - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaConsoleEdgeThresholdMin, - // - // Extra constants for 360 FXAA Console only. - // Use zeros or anything else for other platforms. - // These must be in physical constant registers and NOT immedates. - // Immedates will result in compiler un-optimizing. - // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - #if (FXAA_DISCARD == 0) - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); - #else - FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); - #endif - #if (FXAA_DISCARD == 1) - #define lumaM luma4A.w - #endif - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x - #else - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat maxSM = max(lumaS, lumaM); - FxaaFloat minSM = min(lumaS, lumaM); - FxaaFloat maxESM = max(lumaE, maxSM); - FxaaFloat minESM = min(lumaE, minSM); - FxaaFloat maxWN = max(lumaN, lumaW); - FxaaFloat minWN = min(lumaN, lumaW); - FxaaFloat rangeMax = max(maxWN, maxESM); - FxaaFloat rangeMin = min(minWN, minESM); - FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; - FxaaFloat range = rangeMax - rangeMin; - FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); - FxaaBool earlyExit = range < rangeMaxClamped; -/*--------------------------------------------------------------------------*/ - if(earlyExit) - #if (FXAA_DISCARD == 1) - FxaaDiscard; - #else - return rgbyM; - #endif -/*--------------------------------------------------------------------------*/ - #if (FXAA_GATHER4_ALPHA == 0) - FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #else - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNS = lumaN + lumaS; - FxaaFloat lumaWE = lumaW + lumaE; - FxaaFloat subpixRcpRange = 1.0/range; - FxaaFloat subpixNSWE = lumaNS + lumaWE; - FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; - FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNESE = lumaNE + lumaSE; - FxaaFloat lumaNWNE = lumaNW + lumaNE; - FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNWSW = lumaNW + lumaSW; - FxaaFloat lumaSWSE = lumaSW + lumaSE; - FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); - FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); - FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; - FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; - FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; - FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; -/*--------------------------------------------------------------------------*/ - FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; - FxaaFloat lengthSign = fxaaQualityRcpFrame.x; - FxaaBool horzSpan = edgeHorz >= edgeVert; - FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; -/*--------------------------------------------------------------------------*/ - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; - FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; -/*--------------------------------------------------------------------------*/ - FxaaFloat gradientN = lumaN - lumaM; - FxaaFloat gradientS = lumaS - lumaM; - FxaaFloat lumaNN = lumaN + lumaM; - FxaaFloat lumaSS = lumaS + lumaM; - FxaaBool pairN = abs(gradientN) >= abs(gradientS); - FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); - if(pairN) lengthSign = -lengthSign; - FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posB; - posB.x = posM.x; - posB.y = posM.y; - FxaaFloat2 offNP; - offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; - offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; - if(!horzSpan) posB.x += lengthSign * 0.5; - if( horzSpan) posB.y += lengthSign * 0.5; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; - FxaaFloat2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; - FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; - FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); - FxaaFloat subpixE = subpixC * subpixC; - FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); -/*--------------------------------------------------------------------------*/ - if(!pairN) lumaNN = lumaSS; - FxaaFloat gradientScaled = gradient * 1.0/4.0; - FxaaFloat lumaMM = lumaM - lumaNN * 0.5; - FxaaFloat subpixF = subpixD * subpixE; - FxaaBool lumaMLTZero = lumaMM < 0.0; -/*--------------------------------------------------------------------------*/ - lumaEndN -= lumaNN * 0.5; - lumaEndP -= lumaNN * 0.5; - FxaaBool doneN = abs(lumaEndN) >= gradientScaled; - FxaaBool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; - FxaaBool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; -/*--------------------------------------------------------------------------*/ - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 3) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 4) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 5) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 6) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 7) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 8) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 9) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 10) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 11) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 12) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } -/*--------------------------------------------------------------------------*/ - FxaaFloat dstN = posM.x - posN.x; - FxaaFloat dstP = posP.x - posM.x; - if(!horzSpan) dstN = posM.y - posN.y; - if(!horzSpan) dstP = posP.y - posM.y; -/*--------------------------------------------------------------------------*/ - FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - FxaaFloat spanLength = (dstP + dstN); - FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - FxaaFloat spanLengthRcp = 1.0/spanLength; -/*--------------------------------------------------------------------------*/ - FxaaBool directionN = dstN < dstP; - FxaaFloat dst = min(dstN, dstP); - FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; - FxaaFloat subpixG = subpixF * subpixF; - FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; - FxaaFloat subpixH = subpixG * fxaaQualitySubpix; -/*--------------------------------------------------------------------------*/ - FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - #if (FXAA_DISCARD == 1) - return FxaaTexTop(tex, posM); - #else - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); - #endif -} -/*==========================================================================*/ -#endif - - - - -/*============================================================================ - - FXAA3 CONSOLE - PC VERSION - ------------------------------------------------------------------------------- -Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 -Or - #define FXAA_QUALITY__PRESET 20 -Either are higher qualilty and almost as fast as this on modern PC GPUs. -============================================================================*/ -#if (FXAA_PC_CONSOLE == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); - FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); - FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); - FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat lumaM = rgbyM.w; - #else - FxaaFloat lumaM = rgbyM.y; - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); - lumaNe += 1.0/384.0; - FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); - FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); - FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMinM = min(lumaMin, lumaM); - FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); - FxaaFloat lumaMaxM = max(lumaMax, lumaM); - FxaaFloat dirSwMinusNe = lumaSw - lumaNe; - FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; - FxaaFloat dirSeMinusNw = lumaSe - lumaNw; - if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir; - dir.x = dirSwMinusNe + dirSeMinusNw; - dir.y = dirSwMinusNe - dirSeMinusNw; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir1 = normalize(dir.xy); - FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); - FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; - FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); - FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; - FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); -/*--------------------------------------------------------------------------*/ - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); - #else - FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); - #endif - if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; - return rgbyB; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - 360 PIXEL SHADER - ------------------------------------------------------------------------------- -This optimized version thanks to suggestions from Andy Luedke. -Should be fully tex bound in all cases. -As of the FXAA 3.11 release, I have still not tested this code, -however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. -And note this is replacing the old unoptimized version. -If it does not work, please let me know so I can fix it. -============================================================================*/ -#if (FXAA_360 == 1) -/*--------------------------------------------------------------------------*/ -[reduceTempRegUsage(4)] -float4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - float4 lumaNwNeSwSe; - #if (FXAA_GREEN_AS_LUMA == 0) - asm { - tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #else - asm { - tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #endif -/*--------------------------------------------------------------------------*/ - lumaNwNeSwSe.y += 1.0/384.0; - float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); - float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); -/*--------------------------------------------------------------------------*/ - float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - float lumaMinM = min(lumaMin, rgbyM.w); - float lumaMaxM = max(lumaMax, rgbyM.w); - #else - float lumaMinM = min(lumaMin, rgbyM.y); - float lumaMaxM = max(lumaMax, rgbyM.y); - #endif - if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); - dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); - dir = normalize(dir); -/*--------------------------------------------------------------------------*/ - float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; -/*--------------------------------------------------------------------------*/ - float4 dir2; - float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; - dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); - dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; -/*--------------------------------------------------------------------------*/ - float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); - float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); - float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); - float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ - float4 rgbyA = rgbyN1 + rgbyP1; - float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; -/*--------------------------------------------------------------------------*/ - float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; - rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; - return rgbyR; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) - -============================================================================== -The code below does not exactly match the assembly. -I have a feeling that 12 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h0.w(TRUE), v5.xwxx, #0 - 6: addh h0.z(TRUE), -h2, h0.w - 7: texpkb h1.w(TRUE), v5, #0 - 9: addh h0.x(TRUE), h0.z, -h1.w - 10: addh h3.w(TRUE), h0.z, h1 - 11: texpkb h2.w(TRUE), v5.zwzz, #0 - 13: addh h0.z(TRUE), h3.w, -h2.w - 14: addh h0.x(TRUE), h2.w, h0 - 15: nrmh h1.xz(TRUE), h0_n - 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| - 17: maxh h4.w(TRUE), h0, h1 - 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n - 19: movr r1.zw(TRUE), v4.xxxy - 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww - 22: minh h5.w(TRUE), h0, h1 - 23: texpkb h0(TRUE), r2.xzxx, #0 - 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 - 27: maxh h4.x(TRUE), h2.z, h2.w - 28: texpkb h1(TRUE), r0.zwzz, #0 - 30: addh_d2 h1(TRUE), h0, h1 - 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 33: texpkb h0(TRUE), r0, #0 - 35: minh h4.z(TRUE), h2, h2.w - 36: fenct TRUE - 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 39: texpkb h2(TRUE), r1, #0 - 41: addh_d2 h0(TRUE), h0, h2 - 42: maxh h2.w(TRUE), h4, h4.x - 43: minh h2.x(TRUE), h5.w, h4.z - 44: addh_d2 h0(TRUE), h0, h1 - 45: slth h2.x(TRUE), h0.w, h2 - 46: sgth h2.w(TRUE), h0, h2 - 47: movh h0(TRUE), h0 - 48: addx.c0 rc(TRUE), h2, h2.w - 49: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; - | | | - 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; - | | | - 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; - | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; - | | | - 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; - | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; - | | | - 5 | SCT1 | mov | 15: NRMh h1.xz, h0; - | SRB | nrm | 15: NRMh h1.xz, h0; - | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; - | SCB1 | max | 17: MAXh h4.w, h0, h1; - | | | - 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; - | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; - | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; - | SCB1 | min | 22: MINh h5.w, h0, h1; - | | | - 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; - | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; - | | | - 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; - | | | - 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; - | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; - | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; - | | | - 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; - | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; - | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; - | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; - | | | - 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; - | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; - | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; - | | | - 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; - | SCT1 | set | 46: SGTh h2.w, h0, h2; - | SCB0/1 | mul | 47: MOVh h0, h0; - | | | - 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; - | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 0% 0% 50% - 6: 100% 0% 75% - 7: 0% 100% 75% - 8: 0% 100% 100% - 9: 0% 100% 25% - 10: 0% 100% 100% - 11: 50% 0% 100% - 12: 50% 0% 100% - 13: 25% 0% 100% - -MEAN: 17% 61% 67% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 0% 100% - 2: 0% 0% 100% 0% 100% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 0% 0% 0% 100% 100% - 6: 100% 100% 0% 100% 100% - 7: 0% 0% 100% 100% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 0% 100% - 10: 0% 0% 100% 100% 100% - 11: 100% 100% 0% 100% 100% - 12: 100% 100% 0% 100% 100% - 13: 100% 0% 0% 100% 100% - -MEAN: 30% 23% 61% 76% 100% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 13 cycles, 3 r regs, 923,076,923 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O3 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 dir; - half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - lumaNe.w += half(1.0/512.0); - dir.x = -lumaNe.w; - dir.z = -lumaNe.w; - #else - lumaNe.y += half(1.0/512.0); - dir.x = -lumaNe.y; - dir.z = -lumaNe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSw.w; - dir.z += lumaSw.w; - #else - dir.x += lumaSw.y; - dir.z += lumaSw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x -= lumaNw.w; - dir.z += lumaNw.w; - #else - dir.x -= lumaNw.y; - dir.z += lumaNw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSe.w; - dir.z -= lumaSe.w; - #else - dir.x += lumaSe.y; - dir.z -= lumaSe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half4 dir1_pos; - dir1_pos.xy = normalize(dir.xyz).xz; - half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (7) - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (8) - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (9) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (11) - // compilier moves these scalar ops up to other cycles - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); - half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); - #else - half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); - half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); - #endif - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (12) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif -/*--------------------------------------------------------------------------*/ -// (13) - if(twoTapLt || twoTapGt) rgby2 = rgby1; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) - -============================================================================== -The code mostly matches the assembly. -I have a feeling that 14 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - -Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). -Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h1.w(TRUE), v5.xwxx, #0 - 6: addh h0.x(TRUE), h1.w, -h2.y - 7: texpkb h2.w(TRUE), v5.zwzz, #0 - 9: minh h4.w(TRUE), h2.y, h2 - 10: maxh h5.x(TRUE), h2.y, h2.w - 11: texpkb h0.w(TRUE), v5, #0 - 13: addh h3.w(TRUE), -h0, h0.x - 14: addh h0.x(TRUE), h0.w, h0 - 15: addh h0.z(TRUE), -h2.w, h0.x - 16: addh h0.x(TRUE), h2.w, h3.w - 17: minh h5.y(TRUE), h0.w, h1.w - 18: nrmh h2.xz(TRUE), h0_n - 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| - 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w - 21: movr r1.zw(TRUE), v4.xxxy - 22: maxh h2.w(TRUE), h0, h1 - 23: fenct TRUE - 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 26: texpkb h0(TRUE), r0, #0 - 28: maxh h5.x(TRUE), h2.w, h5 - 29: minh h5.w(TRUE), h5.y, h4 - 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 32: texpkb h2(TRUE), r1, #0 - 34: addh_d2 h2(TRUE), h0, h2 - 35: texpkb h1(TRUE), v4, #0 - 37: maxh h5.y(TRUE), h5.x, h1.w - 38: minh h4.w(TRUE), h1, h5 - 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 41: texpkb h0(TRUE), r0, #0 - 43: addh_m8 h5.z(TRUE), h5.y, -h4.w - 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 46: texpkb h3(TRUE), r2, #0 - 48: addh_d2 h0(TRUE), h0, h3 - 49: addh_d2 h3(TRUE), h0, h2 - 50: movh h0(TRUE), h3 - 51: slth h3.x(TRUE), h3.w, h5.w - 52: sgth h3.w(TRUE), h3, h5.x - 53: addx.c0 rc(TRUE), h3.x, h3 - 54: slth.c0 rc(TRUE), h5.z, h5 - 55: movh h0(c0.NE.w), h2 - 56: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; - | | | - 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; - | | | - 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; - | SCB1 | min | 9: MINh h4.w, h2.---y, h2; - | | | - 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; - | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; - | | | - 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; - | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; - | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; - | | | - 6 | SCT1 | mov | 18: NRMh h2.xz, h0; - | SRB | nrm | 18: NRMh h2.xz, h0; - | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; - | | | - 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; - | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; - | SCB1 | max | 22: MAXh h2.w, h0, h1; - | | | - 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; - | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; - | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; - | SCB1 | min | 29: MINh h5.w, h5.---y, h4; - | | | - 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; - | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; - | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; - | | | - 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; - | SCB1 | min | 38: MINh h4.w, h1, h5; - | | | - 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; - | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; - | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; - | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; - | | | - 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; - | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; - | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; - | | | - 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; - | SCB0/1 | mul | 50: MOVh h0, h3; - | | | - 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; - | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; - | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; - | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; - | | | - 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; - | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 50% 0% 25% - 6: 0% 0% 25% - 7: 100% 0% 25% - 8: 0% 100% 50% - 9: 0% 100% 100% - 10: 0% 100% 50% - 11: 0% 100% 75% - 12: 0% 100% 100% - 13: 100% 0% 100% - 14: 50% 0% 50% - 15: 100% 0% 100% - -MEAN: 26% 60% 56% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 100% 0% - 2: 0% 0% 100% 100% 0% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 100% 100% 0% 100% 0% - 6: 0% 0% 0% 0% 100% - 7: 100% 100% 0% 0% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 100% 100% - 10: 0% 0% 100% 100% 100% - 11: 0% 0% 100% 100% 100% - 12: 0% 0% 100% 100% 100% - 13: 100% 100% 0% 100% 100% - 14: 100% 100% 0% 100% 100% - 15: 100% 100% 0% 100% 100% - -MEAN: 33% 33% 60% 86% 80% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 15 cycles, 3 r regs, 800,000,000 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O2 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaNe = rgbyNe.w + half(1.0/512.0); - #else - half lumaNe = rgbyNe.y + half(1.0/512.0); - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaSwNegNe = lumaSw.w - lumaNe; - #else - half lumaSwNegNe = lumaSw.y - lumaNe; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); - half lumaMinNwSw = min(lumaNw.w, lumaSw.w); - #else - half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); - half lumaMinNwSw = min(lumaNw.y, lumaSw.y); - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half dirZ = lumaNw.w + lumaSwNegNe; - half dirX = -lumaNw.w + lumaSwNegNe; - #else - half dirZ = lumaNw.y + lumaSwNegNe; - half dirX = -lumaNw.y + lumaSwNegNe; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half3 dir; - dir.y = 0.0; - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x = lumaSe.w + dirX; - dir.z = -lumaSe.w + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.w); - #else - dir.x = lumaSe.y + dirX; - dir.z = -lumaSe.y + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir1_pos; - dir1_pos.xy = normalize(dir).xz; - half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (7) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNeSe = max(lumaNe, lumaSe.w); - #else - half lumaMaxNeSe = max(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (8) - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); - half lumaMin = min(lumaMinNwSw, lumaMinNeSe); -/*--------------------------------------------------------------------------*/ -// (9) - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxM = max(lumaMax, rgbyM.w); - half lumaMinM = min(lumaMin, rgbyM.w); - #else - half lumaMaxM = max(lumaMax, rgbyM.y); - half lumaMinM = min(lumaMin, rgbyM.y); - #endif -/*--------------------------------------------------------------------------*/ -// (11) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; -/*--------------------------------------------------------------------------*/ -// (12) - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (13) - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (14) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif - bool earlyExit = lumaRangeM < lumaMax; - bool twoTap = twoTapLt || twoTapGt; -/*--------------------------------------------------------------------------*/ -// (15) - if(twoTap) rgby2 = rgby1; - if(earlyExit) rgby2 = rgbyM; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - -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; void main() { - vec4 diff = FxaaPixelShader(vary_tc, //pos - vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos - diffuseMap, //tex - diffuseMap, - diffuseMap, - rcp_screen_res, //fxaaQualityRcpFrame - vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt - rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 - rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 - 0.75, //fxaaQualitySubpix - 0.07, //fxaaQualityEdgeThreshold - 0.03, //fxaaQualityEdgeThresholdMin - 8.0, //fxaaConsoleEdgeSharpness - 0.125, //fxaaConsoleEdgeThreshold - 0.05, //fxaaConsoleEdgeThresholdMin - vec4(0,0,0,0)); //fxaaConsole360ConstDir - - - - //diff = texture2D(diffuseMap, vary_tc); - - gl_FragColor = diff; + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; } + diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 9fb804a74f..d22e5f0af2 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -187,21 +187,6 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue) return true; } -static bool handleFSAASamplesChanged(const LLSD& newvalue) -{ - if (gPipeline.isInit()) - { - gPipeline.releaseGLBuffers(); - gPipeline.createGLBuffers(); - - if (LLPipeline::sRenderDeferred) - { - LLViewerShaderMgr::instance()->setShaders(); - } - } - return true; -} - static bool handleAnisotropicChanged(const LLSD& newvalue) { LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean(); @@ -603,7 +588,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); - gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2)); gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2)); gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8e59a7c32d..48d4471bdf 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -187,6 +187,7 @@ LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; LLGLSLShader gDeferredPostGIProgram; LLGLSLShader gDeferredPostProgram; +LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; @@ -275,6 +276,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); + mShaderList.push_back(&gFXAAProgram); mShaderList.push_back(&gDeferredGIProgram); mShaderList.push_back(&gDeferredGIFinalProgram); mShaderList.push_back(&gDeferredWaterProgram); @@ -463,7 +465,6 @@ void LLViewerShaderMgr::setShaders() //setup preprocessor definitions - LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); reentrance = true; @@ -1032,9 +1033,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample; - if (mVertexShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); @@ -1060,21 +1058,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "effects/glowExtractMSF.glsl"; - } - else - { - fragment = "effects/glowExtractF.glsl"; - } - gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); - gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); if (!success) @@ -1124,6 +1111,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); + gFXAAProgram.unload(); gLuminanceGatherProgram.unload(); gDeferredGIProgram.unload(); gDeferredGIFinalProgram.unload(); @@ -1138,9 +1126,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - U32 samples = gSavedSettings.getU32("RenderFSAASamples"); - bool multisample = samples > 1; - if (success) { gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; @@ -1524,40 +1509,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/postDeferredF.glsl"; - } - else - { - fragment = "deferred/postDeferredNoFXAAF.glsl"; - } + gFXAAProgram.mName = "FXAA Shader"; + gFXAAProgram.mShaderFiles.clear(); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gFXAAProgram.createShader(NULL, NULL); + } + if (success) + { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mShaderFiles.clear(); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/postDeferredNoDoFF.glsl"; - } - else - { - fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl"; - } - gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDOFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 9988d1d4f7..aeb8553fa1 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -392,6 +392,7 @@ extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; +extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2bbb2edc1a..db9675650a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6358,8 +6358,39 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.vertex2f(3,-1); gGL.end(); + gGL.flush(); + gGlowCombineFXAAProgram.unbind(); mFXAABuffer.flush(); + + mScreen.bindTarget(); + LLGLSLShader* shader = &gFXAAProgram; + shader->bind(); + + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + + F32 scale_x = (F32) width/mFXAABuffer.getWidth(); + F32 scale_y = (F32) height/mFXAABuffer.getHeight(); + shader->uniform2f("tc_scale", scale_x, scale_y); + shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGL.flush(); + mScreen.flush(); + shader->unbind(); } gViewerWindow->setup3DViewport(); @@ -6382,13 +6413,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) S32 width = mScreen.getWidth(); S32 height = mScreen.getHeight(); - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f("tc_scale", scale_x, scale_y); - shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - if (dof_enabled) { //depth of field focal plane calculations @@ -6501,24 +6525,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - if (multisample) - { - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - } - else + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) { - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + mScreen.bindTexture(0, channel); } - gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); -- cgit v1.2.3 From 22d52ab5833850c88a3b143123aef2142b836c70 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 23:04:10 -0500 Subject: SH-2465 Move FXAA to its own pass independent of DoF (also removes the need to reload shaders when toggling FSAA on and off) --- .../shaders/class1/deferred/fxaaF.glsl | 2118 ++++++++++++++++++++ .../class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 45 - .../class1/deferred/postDeferredNoFXAAF.glsl | 157 -- .../shaders/class1/effects/glowExtractMSF.glsl | 60 - 4 files changed, 2118 insertions(+), 262 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl new file mode 100644 index 0000000000..5af9406452 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -0,0 +1,2118 @@ +/** + * @file fxaaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +#define FXAA_PC 1 +//#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 + +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + +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; + +void main() +{ + vec4 diff = FxaaPixelShader(vary_tc, //pos + vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos + diffuseMap, //tex + diffuseMap, + diffuseMap, + rcp_screen_res, //fxaaQualityRcpFrame + vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt + rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 + rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 + 0.75, //fxaaQualitySubpix + 0.07, //fxaaQualityEdgeThreshold + 0.03, //fxaaQualityEdgeThresholdMin + 8.0, //fxaaConsoleEdgeSharpness + 0.125, //fxaaConsoleEdgeThreshold + 0.05, //fxaaConsoleEdgeThresholdMin + vec4(0,0,0,0)); //fxaaConsole360ConstDir + + + + //diff = texture2D(diffuseMap, vary_tc); + + gl_FragColor = diff; + +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl deleted file mode 100644 index c275434777..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file postDeferredNoDoFF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - -void main() -{ - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl deleted file mode 100644 index 985f44fb6c..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl +++ /dev/null @@ -1,157 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect edgeMap; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2D bloomMap; - -uniform float depth_cutoff; -uniform float norm_cutoff; -uniform float focal_distance; -uniform float blur_constant; -uniform float tan_pixel_angle; -uniform float magnification; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -VARYING vec2 vary_fragcoord; - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -float calc_cof(float depth) -{ - float sc = abs(depth-focal_distance)/-depth*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - sc *= 1.414; - - return sc; -} - -void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - float wg = 0.25; - - vec4 s = texture2DRect(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; -} - -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius - || d < cur_depth) //sampled pixel is further away than current pixel - { - float wg = 0.25; - - vec4 s = texture2DRect(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; - } -} - - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - vec2 tc = vary_fragcoord.xy; - - float depth = getDepth(tc); - - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - - { - float w = 1.0; - - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - - float PI = 3.14159265358979323846264; - - // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) - { - while (sc > 0.5) - { - int its = int(max(1.0,(sc*3.7))); - for (int i=0; i Date: Thu, 29 Sep 2011 23:28:51 -0500 Subject: SH-2370 Fix for alpha masked objects not getting highlighted when highlight transparent enabled. --- indra/newview/lldrawpoolalpha.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a5032d007f..230c4e2638 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -333,6 +333,10 @@ void LLDrawPoolAlpha::render(S32 pass) gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); + + pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + if(shaders) { gHighlightProgram.unbind(); -- cgit v1.2.3 From 3f96ec1bc9098986f1ed811120ab3793a29ae235 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 00:05:42 -0500 Subject: SH-2244 Fix for performance warning on AMD cards --- indra/newview/llspatialpartition.cpp | 4 ++-- indra/newview/pipeline.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 61d061520f..8e22a9be2c 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -214,7 +214,7 @@ typedef enum //contact Runitai Linden for a copy of the SL object used to write this table //basically, you give the table a bitmask of the look-at vector to a node and it //gives you a triangle fan index array -static U8 sOcclusionIndices[] = +static U16 sOcclusionIndices[] = { //000 b111, b110, b010, b011, b001, b101, b100, b110, @@ -251,7 +251,7 @@ U8* get_box_fan_indices_ptr(LLCamera* camera, const LLVector4a& center) S32 cypher = center.greaterThan(origin).getGatheredBits() & 0x7; - return sOcclusionIndices+cypher*8; + return (U8*) (sOcclusionIndices+cypher*8); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index db9675650a..3fa281368c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7532,7 +7532,7 @@ void LLPipeline::renderDeferredLighting() gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, - GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); + GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center)); stop_glerror(); } } @@ -7605,7 +7605,7 @@ void LLPipeline::renderDeferredLighting() gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, - GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); + GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center)); } gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredSpotLightProgram); -- cgit v1.2.3 From d698086da46b430f409e5e26e193061e770f187d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 01:10:26 -0500 Subject: Fix for linux build --- indra/newview/pipeline.cpp | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index db9675650a..7718a16532 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6410,9 +6410,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); - S32 width = mScreen.getWidth(); - S32 height = mScreen.getHeight(); - if (dof_enabled) { //depth of field focal plane calculations -- cgit v1.2.3 From ce81ecd0b2d7b0e6b79a9de8a9c54c5b0364430b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 12:51:48 -0500 Subject: SH-2240 Fix for typo preventing deferred rendering from working on linux/osx --- indra/newview/llviewershadermgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 48d4471bdf..d3f5ebcf1c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1532,7 +1532,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDOFF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); } -- cgit v1.2.3 From 93e3d9e2ec0cc06cbc378ffcf23e66ed569db5f3 Mon Sep 17 00:00:00 2001 From: prep linden Date: Fri, 30 Sep 2011 15:40:27 -0400 Subject: Fix for sh-2483 --- indra/newview/llfloatermodelpreview.cpp | 6 ++++++ indra/newview/llfloatermodelpreview.h | 3 ++- indra/newview/skins/default/xui/en/floater_model_preview.xml | 1 + 3 files changed, 9 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 527a868db2..213127046d 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -749,6 +749,11 @@ void LLFloaterModelPreview::draw() if (!mModelPreview->mLoading) { + if ( mModelPreview->getLoadState() == LLModelLoader::ERROR_MATERIALS ) + { + childSetTextArg("status", "[STATUS]", getString("status_material_mismatch")); + } + else if ( mModelPreview->getLoadState() > LLModelLoader::ERROR_PARSING ) { childSetTextArg("status", "[STATUS]", getString(LLModel::getStatusString(mModelPreview->getLoadState() - LLModelLoader::ERROR_PARSING))); @@ -3321,6 +3326,7 @@ void LLModelPreview::rebuildUploadData() if ( !mModel[i][j]->matchMaterialOrder(mBaseModel[j], refFaceCnt, modelFaceCnt ) ) { + setLoadState( LLModelLoader::ERROR_MATERIALS ); mFMP->childDisable( "calculate_btn" ); } } diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h index 47de99ce25..64324854a5 100644 --- a/indra/newview/llfloatermodelpreview.h +++ b/indra/newview/llfloatermodelpreview.h @@ -70,7 +70,8 @@ public: GENERATING_VERTEX_BUFFERS, GENERATING_LOD, DONE, - ERROR_PARSING //basically loading failed + ERROR_PARSING, //basically loading failed + ERROR_MATERIALS, } eLoadState; U32 mState; diff --git a/indra/newview/skins/default/xui/en/floater_model_preview.xml b/indra/newview/skins/default/xui/en/floater_model_preview.xml index 6c60b3e0e9..5e0d66b9b9 100755 --- a/indra/newview/skins/default/xui/en/floater_model_preview.xml +++ b/indra/newview/skins/default/xui/en/floater_model_preview.xml @@ -6,6 +6,7 @@ Error: Dae parsing issue - see log for details. + Error: Material of model is not a subset of reference model. Loading... Generating Meshes... Error: Vertex number is more than 65534, aborted! -- cgit v1.2.3 From 784fed2ebb3efd8e4da132c291aaf16cdb931b98 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 16:15:33 -0500 Subject: SH-2465 Fix for redundant addition of bloom when FXAA enabled --- indra/newview/pipeline.cpp | 246 ++++++++++++++++++++++++--------------------- 1 file changed, 131 insertions(+), 115 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c517c9f602..5f010624a8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6334,7 +6334,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { - bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && + !LLToolMgr::getInstance()->inBuildMode() && + gSavedSettings.getBOOL("RenderDepthOfField"); + bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; if (multisample) @@ -6363,7 +6366,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGlowCombineFXAAProgram.unbind(); mFXAABuffer.flush(); - mScreen.bindTarget(); + if (dof_enabled) + { //if depth of field is not enabled, this is the final pass (draw to window) + mScreen.bindTarget(); + } LLGLSLShader* shader = &gFXAAProgram; shader->bind(); @@ -6389,158 +6395,168 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); gGL.flush(); - mScreen.flush(); + if (dof_enabled) + { + mScreen.flush(); + } shader->unbind(); } gViewerWindow->setup3DViewport(); - LLGLSLShader* shader = &gDeferredPostProgram; - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + if (dof_enabled || !multisample) { - shader = &gDeferredGIFinalProgram; - dof_enabled = false; - } - else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField")) - { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult - shader = &gDeferredPostNoDoFProgram; - dof_enabled = false; - } + LLGLSLShader* shader = &gDeferredPostProgram; + if (!dof_enabled) + { + shader = &gDeferredPostNoDoFProgram; + } - LLGLDisable blend(GL_BLEND); - bindDeferredShader(*shader); + LLGLDisable blend(GL_BLEND); + bindDeferredShader(*shader); - if (dof_enabled) - { - //depth of field focal plane calculations + if (dof_enabled) + { + //depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - LLVector3 focus_point; + LLVector3 focus_point; - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { //focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) + LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { //focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) { - focus_point = face->getPositionAgent(); + LLFace* face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } } } - } - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { //focus on point under cursor - focus_point = gDebugRaycastIntersection; - } - else if (gAgentCamera.cameraMouselook()) - { //focus on point under mouselook crosshairs - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, - NULL, - &focus_point); - } - else + if (focus_point.isExactlyZero()) { - LLViewerObject* obj = gAgentCamera.getFocusObject(); - if (obj) - { //focus on alt-zoom target - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { //focus on point under cursor + focus_point = gDebugRaycastIntersection; + } + else if (gAgentCamera.cameraMouselook()) + { //focus on point under mouselook crosshairs + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, + NULL, + &focus_point); } else - { //focus on your avatar - focus_point = gAgent.getPositionAgent(); + { + LLViewerObject* obj = gAgentCamera.getFocusObject(); + if (obj) + { //focus on alt-zoom target + focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); + } + else + { //focus on your avatar + focus_point = gAgent.getPositionAgent(); + } } } - } - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); + } - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; - transition_time = llmin(transition_time, 1.f); + if (transition_time >= 1.f && + fabsf(current_distance-target_distance)/current_distance > 0.01f) + { //large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { //currently in a transition, continue interpolating + transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; + transition_time = llmin(transition_time, 1.f); - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; + current_distance = start_distance + (target_distance-start_distance)*t; + } + else + { //small or no change, just snap to target distance + current_distance = target_distance; + } - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + //convert to mm + F32 subject_distance = current_distance*1000.f; + F32 fnumber = gSavedSettings.getF32("CameraFNumber"); + F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); - F32 fov = LLViewerCamera::getInstance()->getView(); + F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; - //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); + const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); + //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); - //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); + F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); - F32 focal_length = dv/(2*tanf(fov/2.f)); + F32 focal_length = dv/(2*tanf(fov/2.f)); - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); + F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); + blur_constant /= 1000.f; //convert to meters for shader + F32 magnification = focal_length/(subject_distance-focal_length); - shader->uniform1f("focal_distance", -subject_distance/1000.f); - shader->uniform1f("blur_constant", blur_constant); - shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f("magnification", magnification); - } + shader->uniform1f("focal_distance", -subject_distance/1000.f); + shader->uniform1f("blur_constant", blur_constant); + shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f("magnification", magnification); + } + + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } + } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); + unbindDeferredShader(*shader); + } } else { -- cgit v1.2.3 From ac37656aa5ff545c90fadfd5b585cb823ad68b0d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 2 Oct 2011 02:12:21 -0500 Subject: SH-2276 Fix for failed assertions reported from debug-enabled viewers. Also, remove "Basic Shaders" as a user settable option (shaders are always on if GL version >= 2.0, always off otherwise) --- indra/newview/llfloaterpreference.cpp | 13 +++---------- indra/newview/llviewershadermgr.cpp | 6 ++---- .../skins/default/xui/en/panel_preferences_graphics1.xml | 14 -------------- 3 files changed, 5 insertions(+), 28 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 9630d7b29f..5c36d2e131 100755 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -1034,14 +1034,11 @@ void LLFloaterPreference::refreshEnabledState() } // Vertex Shaders - // Global Shader Enable - LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); // radio set for terrain detail mode LLRadioGroup* mRadioTerrainDetail = getChild("TerrainDetailRadio"); // can be linked with control var - ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); - - BOOL shaders = ctrl_shader_enable->get(); + BOOL shaders = gGLManager.mGLVersion >= 2.f; + if (shaders) { mRadioTerrainDetail->setValue(1); @@ -1057,7 +1054,7 @@ void LLFloaterPreference::refreshEnabledState() // *HACK just checks to see if we can use shaders... // maybe some cards that use shaders, but don't support windlight - ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders); + ctrl_wind_light->setEnabled(shaders); //Deferred/SSAO/Shadows LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1095,7 +1092,6 @@ void LLFloaterPreference::disableUnavailableSettings() LLComboBox* ctrl_reflections = getChild("Reflections"); LLCheckBoxCtrl* ctrl_avatar_vp = getChild("AvatarVertexProgram"); LLCheckBoxCtrl* ctrl_avatar_cloth = getChild("AvatarCloth"); - LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); LLCheckBoxCtrl* ctrl_wind_light = getChild("WindLightUseAtmosShaders"); LLCheckBoxCtrl* ctrl_avatar_impostors = getChild("AvatarImpostors"); LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1106,9 +1102,6 @@ void LLFloaterPreference::disableUnavailableSettings() // if vertex shaders off, disable all shader related products if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")) { - ctrl_shader_enable->setEnabled(FALSE); - ctrl_shader_enable->setValue(FALSE); - ctrl_wind_light->setEnabled(FALSE); ctrl_wind_light->setValue(FALSE); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d3f5ebcf1c..17d2a04301 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -450,8 +450,8 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); - if (LLRender::sGLCoreProfile) - { + if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) + { //ALWAYS use shaders where available if (!gSavedSettings.getBOOL("VertexShaderEnable")) { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); @@ -1122,8 +1122,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() return TRUE; } - mVertexShaderLevel[SHADER_AVATAR] = 1; - BOOL success = TRUE; if (success) diff --git a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml index f7666bdc4c..c25c1f23f5 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml @@ -204,20 +204,6 @@ name="LocalLights" top_pad="1" width="256" /> - - - Date: Tue, 4 Oct 2011 02:31:54 -0500 Subject: SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session --- indra/newview/app_settings/settings.xml | 252 +------- .../shaders/class2/deferred/edgeF.glsl | 82 --- .../shaders/class2/deferred/edgeV.glsl | 39 -- .../shaders/class3/deferred/giDownsampleF.glsl | 107 ---- .../shaders/class3/deferred/giDownsampleV.glsl | 39 -- .../app_settings/shaders/class3/deferred/giF.glsl | 213 ------- .../shaders/class3/deferred/giFinalF.glsl | 47 -- .../shaders/class3/deferred/giFinalV.glsl | 40 -- .../app_settings/shaders/class3/deferred/giV.glsl | 49 -- .../shaders/class3/deferred/luminanceF.glsl | 41 -- .../shaders/class3/deferred/luminanceV.glsl | 45 -- .../shaders/class3/deferred/postDeferredF.glsl | 101 ---- .../shaders/class3/deferred/postDeferredV.glsl | 39 -- .../shaders/class3/deferred/postgiF.glsl | 91 --- .../shaders/class3/deferred/postgiV.glsl | 39 -- .../shaders/class3/deferred/softenLightF.glsl | 337 ----------- .../shaders/class3/deferred/softenLightV.glsl | 44 -- .../shaders/class3/deferred/treeF.glsl | 44 -- indra/newview/llappviewer.cpp | 4 +- indra/newview/lltextureview.cpp | 3 +- indra/newview/llviewercontrol.cpp | 1 - indra/newview/llviewerjointmesh.cpp | 4 +- indra/newview/llviewershadermgr.cpp | 97 +-- indra/newview/llviewershadermgr.h | 21 - indra/newview/pipeline.cpp | 672 ++------------------- indra/newview/pipeline.h | 8 +- indra/newview/skins/default/xui/en/menu_viewer.xml | 13 - 27 files changed, 54 insertions(+), 2418 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/treeF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c71973ad58..e457c568e2 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -5644,7 +5644,7 @@ Type Boolean Value - 0 + 1 MemProfiling @@ -7857,151 +7857,7 @@ Value 0 - - RenderGIRange - - Comment - Distance to cut off GI effect. - Persist - 1 - Type - F32 - Value - 96 - - - RenderGILuminance - - Comment - Luminance factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.075 - - RenderGIBrightness - - Comment - Brightness factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.3 - - - RenderGINoise - - Comment - Noise of position sampling for GI photon mapping. - Persist - 1 - Type - F32 - Value - 0.7 - - - RenderGIAttenuation - - Comment - Distance attenuation factor for indirect lighting. - Persist - 1 - Type - F32 - Value - 0.1 - - - RenderGIBlurBrightness - - Comment - Brightness factor of global illumination blur effect. - Persist - 1 - Type - F32 - Value - 1.025 - - - RenderGIBlurEdgeWeight - - Comment - Edge weight for GI soften filter (sharpness). - Persist - 1 - Type - F32 - Value - 0.8 - - - RenderGIBlurIncrement - - Comment - Increment of scale for each pass of global illumination blur effect. - Persist - 1 - Type - F32 - Value - 0.8 - - - RenderLuminanceScale - - Comment - Luminance value scalar for darkening effect. - Persist - 1 - Type - F32 - Value - 1.0 - - - RenderSunLuminanceScale - - Comment - Sun Luminance value scalar for darkening effect. - Persist - 1 - Type - F32 - Value - 1.0 - - - RenderSunLuminanceOffset - - Comment - Sun Luminance value offset for darkening effect. - Persist - 1 - Type - F32 - Value - 0 - - - RenderLuminanceDetail - - Comment - Mipmap level to use for luminance - Persist - 1 - Type - F32 - Value - 16.0 - - RenderMinimumLODTriangleCount Comment @@ -8322,18 +8178,6 @@ 0 - RenderDeferredGI - - Comment - Enable GI in deferred renderer. - Persist - 1 - Type - Boolean - Value - 0 - - RenderDeferredSun Comment @@ -8477,92 +8321,6 @@ 0 - RenderGIAmbiance - - Comment - Ambiance factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.5 - - - RenderGIMinRenderSize - - Comment - Minimum size of objects to put into GI source map. - Persist - 1 - Type - F32 - Value - 0.5 - - - RenderGIBlurColorCurve - - Comment - Color curve for GI softening kernel - Persist - 1 - Type - Vector3 - Value - - 1.0 - 0.6 - 0.02 - - - - RenderGIBlurPasses - - Comment - Scale of GI softening kernel. - Persist - 1 - Type - U32 - Value - 4 - - - RenderGIBlurSize - - Comment - Scale of GI softening kernel. - Persist - 1 - Type - F32 - Value - 4.0 - - RenderGIBlurSamples - - Comment - Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1. - Persist - 1 - Type - U32 - Value - 16 - - RenderGIBlurDistFactor - - Comment - Distance scaler for GI blur. - Persist - 1 - Type - F32 - Value - 0.0 - - RenderDynamicLOD Comment @@ -9306,7 +9064,9 @@ 1 Type Boolean - Value + Va + + lue 1 RenderPreferStreamDraw @@ -12884,10 +12644,10 @@ Value 1 - WindowFullScreen + FullScreen Comment - SL viewer window full screen + run a fullscreen session Persist 1 Type diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl deleted file mode 100644 index f75a08779c..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file edgeF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; - -VARYING vec2 vary_fragcoord; - -uniform float depth_cutoff; -uniform float norm_cutoff; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); - - vec2 tc = vary_fragcoord.xy; - - float sc = 0.75; - - vec2 de; - de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); - de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); - de /= depth; - de *= de; - de = step(depth_cutoff, de); - - vec2 ne; - vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; - nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm - ne.x = dot(nexnorm, norm); - vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; - neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm - ne.y = dot(neynorm, norm); - - ne = 1.0-ne; - - ne = step(norm_cutoff, ne); - - gl_FragColor.a = dot(de,de)+dot(ne,ne); -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl deleted file mode 100644 index 69c6acc07a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file edgeV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl deleted file mode 100644 index 832cf46150..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ /dev/null @@ -1,107 +0,0 @@ -/** - * @file giDownsampleF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect giLightMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).a; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); - - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy); - dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0); - float defined_weight = kern[0].x; - vec3 col = ccol*kern[0].x; - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.5) - { - float sampdepth = getDepth(tc.xy); - sampdepth -= depth; - if (sampdepth*sampdepth < blur_quad.z) - { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*blur_quad.y; - - gl_FragColor.xyz = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl deleted file mode 100644 index 380d5207c3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl deleted file mode 100644 index ee992f2fe9..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ /dev/null @@ -1,213 +0,0 @@ -/** - * @file giF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR; -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect specularRect; - -uniform sampler2D noiseMap; - -uniform sampler2D diffuseGIMap; -uniform sampler2D specularGIMap; -uniform sampler2D normalGIMap; -uniform sampler2D depthGIMap; - -uniform sampler2D lightFunc; - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -uniform vec4 sunlight_color; - -uniform mat4 inv_proj; -uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space -uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space -uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix -uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space -uniform float gi_sample_width; -uniform float gi_noise; -uniform float gi_attenuation; -uniform float gi_range; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getGIPosition(vec2 gi_tc) -{ - float depth = texture2D(depthGIMap, gi_tc).a; - vec2 sc = gi_tc*2.0; - sc -= vec2(1.0, 1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = gi_inv_proj*ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 giAmbient(vec3 pos, vec3 norm) -{ - vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); - gi_c.xyz /= gi_c.w; - - vec4 gi_pos = gi_mat*vec4(pos,1.0); - vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; - gi_norm = normalize(gi_norm); - - vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb; - gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz; - vec2 tcx = gi_norm.xy; - vec2 tcy = gi_norm.yx; - - vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); - - vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz); - vec3 eye_ref = reflect(eye_dir, gi_norm); - - float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5; - vec3 fdiff = vec3(da); - float fda = da; - - vec3 rcol = vec3(0,0,0); - - float fsa = 0.0; - - - for (int i = -1; i <= 1; i += 2 ) - { - for (int j = -1; j <= 1; j+= 2) - { - vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z; - tc += nz.xy*2.0; - tc *= gi_sample_width*0.25; - tc += gi_c.xy; - - vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); - vec3 lpos = getGIPosition(tc.xy).xyz; - - vec3 at = lpos-gi_pos.xyz; - float dist = length(at); - float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0); - - - if (dist_atten > 0.01) - { //possible contribution of indirect light to this surface - vec3 ldir = at; - - float ld = -dot(ldir, lnorm); - - if (ld < 0.0) - { - float ang_atten = dot(ldir, gi_norm); - - if (ang_atten > 0.0) - { - vec4 spec = texture2D(specularGIMap, tc.xy); - at = normalize(at); - vec3 diff; - - float da = 0.0; - - //contribution from indirect source to visible pixel - vec3 ha = at; - ha.z -= 1.0; - ha = normalize(ha); - if (spec.a > 0.0) - { - float sa = dot(ha,lnorm); - da = texture2D(lightFunc, vec2(sa, spec.a)).r; - } - else - { - da = -lnorm.z; - } - - diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0; - - if (da > 0.0) - { //contribution from visible pixel to eye - vec3 ha = normalize(at-eye_dir); - if (c_spec.a > 0.0) - { - float sa = dot(ha, gi_norm); - da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r; - } - else - { - da = dist_atten*dot(gi_norm, normalize(ldir)); - } - fda += da; - fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb; - } - } - } - } - } - } - - fdiff *= sunlight_color.rgb; - - vec3 ret = fda*fdiff; - - return clamp(ret,vec3(0.0), vec3(1.0)); -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - - float rad = gi_range*0.5; - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float dist = max(length(pos.xyz)-rad, 0.0); - - float da = clamp(1.0-dist/rad, 0.0, 1.0); - - vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); - - - gl_FragColor.xyz = mix(vec3(0), ambient, da); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl deleted file mode 100644 index 3ace57e3cb..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ /dev/null @@ -1,47 +0,0 @@ -/** - * @file giFinalF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; -uniform sampler2DRect edgeMap; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - - -void main() -{ - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - - gl_FragColor = bloom + diff; - //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl deleted file mode 100644 index 60eca06d35..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file giFinalV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl deleted file mode 100644 index 8272dbf31b..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl deleted file mode 100644 index 3057b63ecd..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file luminanceF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect lightMap; -uniform sampler2DRect diffuseRect; - -VARYING vec2 vary_fragcoord; -void main() -{ - float i = texture2DRect(lightMap, vary_fragcoord.xy).r; - gl_FragColor.rgb = vec3(i); - gl_FragColor.a = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl deleted file mode 100644 index 062875e72f..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl deleted file mode 100644 index c7ccf3a613..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ /dev/null @@ -1,101 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; - -uniform sampler2DRect localLightMap; -uniform sampler2DRect sunLightMap; -uniform sampler2DRect giLightMap; -uniform sampler2DRect edgeMap; - -uniform sampler2D luminanceMap; - -uniform sampler2DRect lightMap; - -uniform sampler2D lightFunc; -uniform sampler2D noiseMap; - -uniform float sun_lum_scale; -uniform float sun_lum_offset; -uniform float lum_scale; -uniform float lum_lod; -uniform vec4 ambient; -uniform float gi_brightness; -uniform float gi_luminance; - -uniform vec4 sunlight_color; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 tc = vary_fragcoord.xy; - vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod); - - vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); - vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; - - float scol = texture2DRect(lightMap, vary_fragcoord.xy).r; - - vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb; - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - gi_col = gi_col*(diff.rgb+spec.rgb*spec.a); - - float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0); - - lum *= sun_lum_scale; - - sun_col *= 1.0+(lum*lum_scale*scol); - - vec4 col; - col.rgb = gi_col+sun_col.rgb+local_col; - - col.a = sun_col.a; - - vec3 bcol = vec3(0,0,0); - float tweight = 0.0; - for (int i = 0; i < 16; i++) - { - float weight = (float(i)+1.0)/2.0; - bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight; - tweight += weight*weight; - } - - bcol /= tweight; - bcol *= gi_luminance; - col.rgb += bcol*lum; - - gl_FragColor = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl deleted file mode 100644 index 0049d8ea78..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postDeferredV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl deleted file mode 100644 index 499a72222d..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ /dev/null @@ -1,91 +0,0 @@ -/** - * @file postgiF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; -uniform sampler2D noiseMap; -uniform sampler2D giMip; -uniform sampler2DRect edgeMap; - - -uniform vec2 delta; -uniform float kern_scale; -uniform float gi_edge_weight; -uniform float gi_blur_brightness; - -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 dlt = kern_scale*delta; - float defined_weight = 0.0; - vec3 col = vec3(0.0); - - float e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy + float(i) * dlt; - - e = max(e, 0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - } - - e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy - float(i) * dlt; - - e = max(e,0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - - } - - col /= max(defined_weight, 0.01); - - gl_FragColor.rgb = col * gi_blur_brightness; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl deleted file mode 100644 index 6d590c8051..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl deleted file mode 100644 index 7089c53f1c..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ /dev/null @@ -1,337 +0,0 @@ -/** - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; -uniform vec3 gi_quad; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -uniform sampler2DRect depthMap; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -uniform float gi_ambiance; - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density.r); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec3 col; - float bloom = 0.0; - - if (diffuse.a < 0.9) - { - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - da = texture2D(lightFunc, vec2(da, 0.0)).r; - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).r; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - gl_FragColor.rgb = col; - gl_FragColor.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl deleted file mode 100644 index 682508aaf3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl deleted file mode 100644 index 4d4b5b190a..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file treeF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifndef gl_FragData -out vec4 gl_FragData[3]; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -VARYING vec3 vary_normal; - -void main() -{ - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); - gl_FragData[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); -} diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index fcb256fbfc..c45e2ce270 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -590,7 +590,7 @@ static void settings_modify() gSavedSettings.setBOOL("VectorizeSkin", FALSE); // disable fullscreen mode, unsupported - gSavedSettings.setBOOL("WindowFullScreen", FALSE); + //gSavedSettings.setBOOL("WindowFullScreen", FALSE); #endif } @@ -2946,7 +2946,7 @@ bool LLAppViewer::initWindow() VIEWER_WINDOW_CLASSNAME, gSavedSettings.getS32("WindowX"), gSavedSettings.getS32("WindowY"), gSavedSettings.getS32("WindowWidth"), gSavedSettings.getS32("WindowHeight"), - gSavedSettings.getBOOL("WindowFullScreen"), ignorePixelDepth); + gSavedSettings.getBOOL("FullScreen"), ignorePixelDepth); LL_INFOS("AppInit") << "gViewerwindow created." << LL_ENDL; diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 6effa77ced..1c89766b26 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -527,11 +527,12 @@ void LLGLTexMemBar::draw() LLFontGL::getFontMonospace()->renderUTF8(text, 0, 0, v_offset + line_height*6, text_color, LLFontGL::LEFT, LLFontGL::TOP); - text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d", + text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d", total_mem, max_total_mem, bound_mem, max_bound_mem, + LLRenderTarget::sBytesAllocated/(1024*1024), LLImageRaw::sGlobalRawMemory >> 20, discard_bias, cache_usage, cache_max_usage, total_texture_downloaded, total_object_downloaded, total_http_requests); //, cache_entries, cache_max_entries diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index d22e5f0af2..5b178f82d8 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -622,7 +622,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2)); gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); - gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2)); gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2)); gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2)); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 331eb8b8f4..3e20abecb7 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -706,9 +706,9 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w if (num_verts) { - face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp); face->getVertexBuffer()->getIndexStrider(indicesp); - + face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp); + verticesp += mMesh->mFaceVertexOffset; normalsp += mMesh->mFaceVertexOffset; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17d2a04301..764c247f01 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -152,7 +152,6 @@ LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; -LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; @@ -183,16 +182,12 @@ LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredEmissiveProgram; -LLGLSLShader gDeferredGIProgram; -LLGLSLShader gDeferredGIFinalProgram; -LLGLSLShader gDeferredPostGIProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; -LLGLSLShader gLuminanceGatherProgram; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -273,12 +268,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); - mShaderList.push_back(&gDeferredPostGIProgram); - mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); mShaderList.push_back(&gFXAAProgram); - mShaderList.push_back(&gDeferredGIProgram); - mShaderList.push_back(&gDeferredGIFinalProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); @@ -368,24 +359,8 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("noiseMap"); mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("luminanceMap"); - mReservedUniforms.push_back("giLightMap"); - mReservedUniforms.push_back("giMip"); - mReservedUniforms.push_back("edgeMap"); mReservedUniforms.push_back("bloomMap"); - mReservedUniforms.push_back("sunLightMap"); - mReservedUniforms.push_back("localLightMap"); mReservedUniforms.push_back("projectionMap"); - mReservedUniforms.push_back("diffuseGIMap"); - mReservedUniforms.push_back("specularGIMap"); - mReservedUniforms.push_back("normalGIMap"); - mReservedUniforms.push_back("minpGIMap"); - mReservedUniforms.push_back("maxpGIMap"); - mReservedUniforms.push_back("depthGIMap"); - mReservedUniforms.push_back("lastDiffuseGIMap"); - mReservedUniforms.push_back("lastNormalGIMap"); - mReservedUniforms.push_back("lastMinpGIMap"); - mReservedUniforms.push_back("lastMaxpGIMap"); mWLUniforms.push_back("camPosLocal"); @@ -531,15 +506,8 @@ void LLViewerShaderMgr::setShaders() gSavedSettings.getBOOL("WindLightUseAtmosShaders")) { if (gSavedSettings.getS32("RenderShadowDetail") > 0) - { - if (gSavedSettings.getBOOL("RenderDeferredGI")) - { //shadows + gi - deferred_class = 3; - } - else - { //shadows - deferred_class = 2; - } + { //shadows + deferred_class = 2; } else { //no shadows @@ -1108,13 +1076,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); - gDeferredPostGIProgram.unload(); - gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); gFXAAProgram.unload(); - gLuminanceGatherProgram.unload(); - gDeferredGIProgram.unload(); - gDeferredGIFinalProgram.unload(); gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); @@ -1569,62 +1532,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); } - if (mVertexShaderLevel[SHADER_DEFERRED] > 1) - { - if (success) - { - gDeferredEdgeProgram.mName = "Deferred Edge Shader"; - gDeferredEdgeProgram.mShaderFiles.clear(); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredEdgeProgram.createShader(NULL, NULL); - } - } - - if (mVertexShaderLevel[SHADER_DEFERRED] > 2) - { - if (success) - { - gDeferredPostGIProgram.mName = "Deferred Post GI Shader"; - gDeferredPostGIProgram.mShaderFiles.clear(); - gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredPostGIProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredGIProgram.mName = "Deferred GI Shader"; - gDeferredGIProgram.mShaderFiles.clear(); - gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredGIProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredGIFinalProgram.mName = "Deferred GI Final Shader"; - gDeferredGIFinalProgram.mShaderFiles.clear(); - gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredGIFinalProgram.createShader(NULL, NULL); - } - - if (success) - { - gLuminanceGatherProgram.mName = "Luminance Gather Shader"; - gLuminanceGatherProgram.mShaderFiles.clear(); - gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB)); - gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB)); - gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gLuminanceGatherProgram.createShader(NULL, NULL); - } - } - return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index aeb8553fa1..74708c94a7 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -111,24 +111,8 @@ public: DEFERRED_NOISE, DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, - DEFERRED_LUMINANCE, - DEFERRED_GI_LIGHT, - DEFERRED_GI_MIP, - DEFERRED_EDGE, DEFERRED_BLOOM, - DEFERRED_SUN_LIGHT, - DEFERRED_LOCAL_LIGHT, DEFERRED_PROJECTION, - DEFERRED_GI_DIFFUSE, - DEFERRED_GI_SPECULAR, - DEFERRED_GI_NORMAL, - DEFERRED_GI_MIN_POS, - DEFERRED_GI_MAX_POS, - DEFERRED_GI_DEPTH, - DEFERRED_GI_LAST_DIFFUSE, - DEFERRED_GI_LAST_NORMAL, - DEFERRED_GI_LAST_MIN_POS, - DEFERRED_GI_LAST_MAX_POS, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; @@ -364,7 +348,6 @@ extern LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; -extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; @@ -383,14 +366,11 @@ extern LLGLSLShader gDeferredMultiLightProgram; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; -extern LLGLSLShader gDeferredGIProgram; -extern LLGLSLShader gDeferredGIFinalProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; -extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; @@ -404,7 +384,6 @@ extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; -extern LLGLSLShader gLuminanceGatherProgram; #endif diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 5f010624a8..e672f7c4f1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -661,8 +661,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); - bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); - + //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -678,68 +677,22 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mFXAABuffer.release(); } -#if LL_DARWIN - // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; -#else - if (!mEdgeMap.allocate(resX, resY, LLRender::sGLCoreProfile ? GL_RGBA : GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; -#endif - if (shadow_detail > 0 || ssao) - { //only need mDeferredLight[0] for shadows OR ssao - if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + { //only need mDeferredLight for shadows OR ssao + if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { - mDeferredLight[0].release(); - } - - if (ssao) - { //only need mDeferredLight[1] for ssao - if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; - } - else - { - mDeferredLight[1].release(); - } - - if (gi) - { //only need mDeferredLight[2] and mGIMapPost for gi - if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; - for (U32 i = 0; i < 2; i++) - { -#if LL_DARWIN - // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; -#else - if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; -#endif - } - } - else - { - mDeferredLight[2].release(); - - for (U32 i = 0; i < 2; i++) - { - mGIMapPost[i].release(); - } + mDeferredLight.release(); } F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); -#if LL_DARWIN - U32 shadow_fmt = 0; -#else - //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug) - U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0; -#endif - if (shadow_detail > 0) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; + if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -757,7 +710,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { //allocate two spot shadow maps for (U32 i = 4; i < 6; i++) { - if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false; + if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false; } } else @@ -767,21 +720,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mShadow[i].release(); } } - - width = nhpo2(resX)/2; - height = nhpo2(resY)/2; - if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false; } else { - for (U32 i = 0; i < 3; i++) - { - mDeferredLight[i].release(); - } - for (U32 i = 0; i < 2; i++) - { - mGIMapPost[i].release(); - } + mDeferredLight.release(); + for (U32 i = 0; i < 6; i++) { mShadow[i].release(); @@ -790,9 +733,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); - mEdgeMap.release(); - mLuminanceMap.release(); - + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -876,18 +817,10 @@ void LLPipeline::releaseScreenBuffers() mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); - for (U32 i = 0; i < 3; i++) - { - mDeferredLight[i].release(); - } - - mEdgeMap.release(); - mGIMap.release(); - mGIMapPost[0].release(); - mGIMapPost[1].release(); - mHighlight.release(); - mLuminanceMap.release(); + mDeferredLight.release(); + mHighlight.release(); + for (U32 i = 0; i < 6; i++) { mShadow[i].release(); @@ -1008,12 +941,6 @@ void LLPipeline::createGLBuffers() delete [] lg; } - - if (gSavedSettings.getBOOL("RenderDeferredGI")) - { - mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE); - addDeferredAttachments(mGIMap); - } } gBumpImageList.restoreGL(); @@ -6689,7 +6616,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred"); -void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map) +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map) { LLFastTimer t(FTM_BIND_DEFERRED); @@ -6721,124 +6648,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - if (gi_source) - { - BOOL has_gi = FALSE; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(2, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(3, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(2, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(3, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); - if (channel > -1) - { - has_gi = TRUE; - gGL.getTexUnit(channel)->bind(gi_source, TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - stop_glerror(); - - glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); - - stop_glerror(); - } - - if (has_gi) - { - F32 range_x = llmin(mGIRange.mV[0], 1.f); - F32 range_y = llmin(mGIRange.mV[1], 1.f); - - LLVector2 scale(range_x,range_y); - - LLVector2 kern[25]; - - for (S32 i = 0; i < 5; ++i) - { - for (S32 j = 0; j < 5; ++j) - { - S32 idx = i*5+j; - kern[idx].mV[0] = (i-2)*0.5f; - kern[idx].mV[1] = (j-2)*0.5f; - kern[idx].scaleVec(scale); - } - } - - shader.uniform2fv("gi_kern", 25, (F32*) kern); - shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m); - shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m); - shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m); - shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); - } - } - stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { @@ -6875,55 +6684,26 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage()); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); if (channel > -1) { - mDeferredLight[light_index].bindTexture(0, channel); + if (light_index > 0) + { + mScreen.bindTexture(0, channel); + } + else + { + mDeferredLight.bindTexture(0, channel); + } gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); - } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - gi_source->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mEdgeMap.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredLight[1].bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredLight[2].bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - stop_glerror(); for (U32 i = 0; i < 4; i++) @@ -7032,20 +6812,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); - shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); - shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); - shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); - shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail")); - shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange")); - shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness")); - shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance")); - shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight")); - shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); - shader.uniform1f("gi_sample_width", mGILightRadius); - shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise")); - shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation")); - shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance")); shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight()); shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight()); shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff")); @@ -7137,13 +6904,13 @@ void LLPipeline::renderDeferredLighting() if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) { - mDeferredLight[0].bindTarget(); + mDeferredLight.bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1,1,1,1); - mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); + mDeferredLight.clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose(); @@ -7166,7 +6933,7 @@ void LLPipeline::renderDeferredLighting() } gDeferredSunProgram.uniform3fv("offset", slice, offset); - gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); + gDeferredSunProgram.uniform2f("screenRes", mDeferredLight.getWidth(), mDeferredLight.getHeight()); { LLGLDisable blend(GL_BLEND); @@ -7178,125 +6945,16 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSunProgram); } - mDeferredLight[0].flush(); + mDeferredLight.flush(); } - { //global illumination specific block (still experimental) - if (gSavedSettings.getBOOL("RenderDeferredBlurLight") && - gSavedSettings.getBOOL("RenderDeferredGI")) - { - LLFastTimer ftm(FTM_EDGE_DETECTION); - //generate edge map - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - { - gDeferredEdgeProgram.bind(); - mEdgeMap.bindTarget(); - bindDeferredShader(gDeferredEdgeProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredEdgeProgram); - mEdgeMap.flush(); - } - } - - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - { //get luminance map from previous frame's light map - LLGLEnable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - //static F32 fade = 1.f; - - { - gGL.setSceneBlendType(LLRender::BT_ALPHA); - gLuminanceGatherProgram.bind(); - gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); - mLuminanceMap.bindTarget(); - bindDeferredShader(gLuminanceGatherProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gLuminanceGatherProgram); - mLuminanceMap.flush(); - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); - glGenerateMipmap(GL_TEXTURE_2D); - } - } - - { //paint noisy GI map (bounce lighting lightmap) - LLFastTimer ftm(FTM_GI_TRACE); - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable test(GL_ALPHA_TEST); - - mGIMapPost[0].bindTarget(); - - bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredGIProgram); - mGIMapPost[0].flush(); - } - - U32 pass_count = 0; - if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) - { - pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128); - } - - for (U32 i = 0; i < pass_count; ++i) - { //gather/soften indirect lighting map - LLFastTimer ftm(FTM_GI_GATHER); - bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap); - F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f); - gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f); - gDeferredPostGIProgram.uniform1f("kern_scale", blur_size); - gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); - - mGIMapPost[1].bindTarget(); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - - mGIMapPost[1].flush(); - unbindDeferredShader(gDeferredPostGIProgram); - bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap); - mGIMapPost[0].bindTarget(); - - gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - mGIMapPost[0].flush(); - unbindDeferredShader(gDeferredPostGIProgram); - } - } - } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //soften direct lighting lightmap LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap - mDeferredLight[1].bindTarget(); + mScreen.bindTarget(); glClearColor(1,1,1,1); - mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); + mScreen.clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); bindDeferredShader(gDeferredBlurLightProgram); @@ -7332,12 +6990,12 @@ void LLPipeline::renderDeferredLighting() stop_glerror(); } - mDeferredLight[1].flush(); + mScreen.flush(); unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, 1); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredLight[0].bindTarget(); + mDeferredLight.bindTarget(); gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); @@ -7348,7 +7006,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } - mDeferredLight[0].flush(); + mDeferredLight.flush(); unbindDeferredShader(gDeferredBlurLightProgram); } @@ -7364,25 +7022,15 @@ void LLPipeline::renderDeferredLighting() //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[1].bindTarget(); - // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); - mScreen.clear(GL_COLOR_BUFFER_BIT); - } - else - { - mScreen.bindTarget(); - // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); - mScreen.clear(GL_COLOR_BUFFER_BIT); - } - + mScreen.bindTarget(); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0,0,0,0); + mScreen.clear(GL_COLOR_BUFFER_BIT); + if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) { //apply sunlight contribution LLFastTimer ftm(FTM_ATMOSPHERICS); - bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]); + bindDeferredShader(gDeferredSoftenProgram); { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -7426,13 +7074,6 @@ void LLPipeline::renderDeferredLighting() BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[1].flush(); - mDeferredLight[2].bindTarget(); - mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT); - } - if (render_local) { gGL.setSceneBlendType(LLRender::BT_ADD); @@ -7723,47 +7364,6 @@ void LLPipeline::renderDeferredLighting() } gGL.setColorMask(true, true); - - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[2].flush(); - - mScreen.bindTarget(); - mScreen.clear(GL_COLOR_BUFFER_BIT); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - { //mix various light maps (local, sun, gi) - LLFastTimer ftm(FTM_POST); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]); - - gDeferredPostProgram.bind(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVertexBuffer::unbind(); - -// glVertexPointer(2, GL_FLOAT, 0, vert); - gGL.diffuseColor3f(1,1,1); - - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - unbindDeferredShader(gDeferredPostProgram); - } - } } { //render non-deferred geometry (alpha, fullbright, glow) @@ -7963,25 +7563,9 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); for (U32 i = 0; i < 4; i++) { @@ -8631,184 +8215,6 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector return TRUE; } -void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector& vpc) -{ - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3) - { - return; - } - - LLVector3 up; - - //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV); - - if (lightDir.mV[2] > 0.5f) - { - up = LLVector3(1,0,0); - } - else - { - up = LLVector3(0, 0, 1); - } - - - F32 gi_range = gSavedSettings.getF32("RenderGIRange"); - - U32 res = mGIMap.getWidth(); - - F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f); - - //set radius to range at which distance attenuation of incoming photons is near 0 - - F32 lrad = sqrtf(1.f/(atten*0.01f)); - - F32 lrange = lrad+gi_range*0.5f; - - LLVector3 pad(lrange,lrange,lrange); - - glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up); - - LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f); - - glh::vec3f scp(cp.mV); - view.mult_matrix_vec(scp); - cp.setVec(scp.v); - - F32 pix_width = lrange/(res*0.5f); - - //move cp to the nearest pix_width - for (U32 i = 0; i < 3; i++) - { - cp.mV[i] = llround(cp.mV[i], pix_width); - } - - LLVector3 min = cp-pad; - LLVector3 max = cp+pad; - - //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point - mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res; - mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res; - mGILightRadius = lrad/lrange*0.5f; - - glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0], - min.mV[1], max.mV[1], - -max.mV[2], -min.mV[2]); - - LLCamera sun_cam = camera; - - glh::matrix4f eye_view = glh_get_current_modelview(); - - //get eye space to camera space matrix - mGIMatrix = view*eye_view.inverse(); - mGINormalMatrix = mGIMatrix.inverse().transpose(); - mGIInvProj = proj.inverse(); - mGIMatrixProj = proj*mGIMatrix; - - //translate and scale to [0,1] - glh::matrix4f trans(.5f, 0.f, 0.f, .5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); - - mGIMatrixProj = trans*mGIMatrixProj; - - glh_set_current_modelview(view); - glh_set_current_projection(proj); - - LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE); - - sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); - static LLCullResult result; - - pushRenderTypeMask(); - - andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_TREE, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::RENDER_TYPE_VOIDWATER, - LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_SHINY, - END_RENDER_TYPES); - - - - S32 occlude = LLPipeline::sUseOcclusion; - //LLPipeline::sUseOcclusion = 0; - LLPipeline::sShadowRender = TRUE; - - //only render large objects into GI map - sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize"); - - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE; - mGIMap.bindTarget(); - - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - gGLLastModelView[i] = mGIModelview.m[i]; - gGLLastProjection[i] = mGIProjection.m[i]; - } - - sun_cam.setOrigin(0.f, 0.f, 0.f); - updateCull(sun_cam, result); - stateSort(sun_cam, result); - - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = last_modelview[i]; - gGLLastProjection[i] = last_projection[i]; - } - - mGIProjection = proj; - mGIModelview = view; - - LLGLEnable cull(GL_CULL_FACE); - - //generate GI map - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadMatrix(proj.m); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadMatrix(view.m); - - stop_glerror(); - gGLLastMatrix = NULL; - - mGIMap.clear(); - - { - //LLGLEnable enable(GL_DEPTH_CLAMP_NV); - renderGeomDeferred(camera); - } - - mGIMap.flush(); - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - gGLLastMatrix = NULL; - - LLPipeline::sUseOcclusion = occlude; - LLPipeline::sShadowRender = FALSE; - sMinRenderSize = 0.f; - - popRenderTypeMask(); - -} - void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) { if (obj && obj->getVolume()) @@ -9010,8 +8416,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) return; } - generateGI(camera, lightDir, fp); - //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 02898aff1f..d24bab747b 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -248,7 +248,7 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF); + void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); void unbindDeferredShader(LLGLSLShader& shader); @@ -262,7 +262,6 @@ public: void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE); - void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector& vpc); void renderHighlights(); void renderDebug(); void renderPhysicsDisplay(); @@ -534,10 +533,7 @@ public: LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; - LLRenderTarget mDeferredLight[3]; - LLRenderTarget mGIMap; - LLRenderTarget mGIMapPost[2]; - LLRenderTarget mLuminanceMap; + LLRenderTarget mDeferredLight; LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 16f48f3a4e..45d6d85937 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2549,19 +2549,6 @@ - - - - - - Date: Tue, 4 Oct 2011 17:25:55 -0500 Subject: SH-2428 Make GCC 4.4 happy by using LLVector4a striders with LLAlphaObject subclasses -- also vectorize particle VBO updates --- indra/newview/CMakeLists.txt | 2 - indra/newview/llviewerobject.h | 4 +- indra/newview/llvograss.cpp | 22 ++-- indra/newview/llvograss.h | 2 +- indra/newview/llvopartgroup.cpp | 94 +++++++++----- indra/newview/llvopartgroup.h | 2 +- indra/newview/llvotextbubble.cpp | 272 --------------------------------------- indra/newview/llvotextbubble.h | 66 ---------- 8 files changed, 78 insertions(+), 386 deletions(-) delete mode 100644 indra/newview/llvotextbubble.cpp delete mode 100644 indra/newview/llvotextbubble.h (limited to 'indra/newview') diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index fe80a47ca4..0381609cbd 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -588,7 +588,6 @@ set(viewer_SOURCE_FILES llvopartgroup.cpp llvosky.cpp llvosurfacepatch.cpp - llvotextbubble.cpp llvotree.cpp llvovolume.cpp llvowater.cpp @@ -1145,7 +1144,6 @@ set(viewer_HEADER_FILES llvopartgroup.h llvosky.h llvosurfacepatch.h - llvotextbubble.h llvotree.h llvotreenew.h llvovolume.h diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 53e951e483..a77725c1ca 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -1,4 +1,4 @@ -/** +/** * @file llviewerobject.h * @brief Description of LLViewerObject class, which is the base class for most objects in the viewer. * @@ -811,7 +811,7 @@ public: virtual F32 getPartSize(S32 idx); virtual void getGeometry(S32 idx, - LLStrider& verticesp, + LLStrider& verticesp, LLStrider& normalsp, LLStrider& texcoordsp, LLStrider& colorsp, diff --git a/indra/newview/llvograss.cpp b/indra/newview/llvograss.cpp index 32822e1181..8a79d564d3 100644 --- a/indra/newview/llvograss.cpp +++ b/indra/newview/llvograss.cpp @@ -464,7 +464,7 @@ void LLVOGrass::plantBlades() } void LLVOGrass::getGeometry(S32 idx, - LLStrider& verticesp, + LLStrider& verticesp, LLStrider& normalsp, LLStrider& texcoordsp, LLStrider& colorsp, @@ -516,21 +516,24 @@ void LLVOGrass::getGeometry(S32 idx, position.mV[0] = mPosition.mV[VX] + x + xf; position.mV[1] = mPosition.mV[VY] + y + yf; position.mV[2] = mRegionp->getLand().resolveHeightRegion(position); - *verticesp++ = v1 = position + mRegionp->getOriginAgent(); - *verticesp++ = v1; + v1 = position + mRegionp->getOriginAgent(); + (*verticesp++).load3(v1.mV); + (*verticesp++).load3(v1.mV); position.mV[0] += dzx; position.mV[1] += dzy; position.mV[2] += blade_height; - *verticesp++ = v2 = position + mRegionp->getOriginAgent(); - *verticesp++ = v2; + v2 = position + mRegionp->getOriginAgent(); + (*verticesp++).load3(v2.mV); + (*verticesp++).load3(v2.mV); position.mV[0] = mPosition.mV[VX] + x - xf; position.mV[1] = mPosition.mV[VY] + y - xf; position.mV[2] = mRegionp->getLand().resolveHeightRegion(position); - *verticesp++ = v3 = position + mRegionp->getOriginAgent(); - *verticesp++ = v3; + v3 = position + mRegionp->getOriginAgent(); + (*verticesp++).load3(v3.mV); + (*verticesp++).load3(v3.mV); LLVector3 normal1 = (v1-v2) % (v2-v3); normal1.mV[VZ] = 0.75f; @@ -541,8 +544,9 @@ void LLVOGrass::getGeometry(S32 idx, position.mV[0] += dzx; position.mV[1] += dzy; position.mV[2] += blade_height; - *verticesp++ = v1 = position + mRegionp->getOriginAgent(); - *verticesp++ = v1; + v1 = position + mRegionp->getOriginAgent(); + (*verticesp++).load3(v1.mV); + (*verticesp++).load3(v1.mV); *(normalsp++) = normal1; *(normalsp++) = normal2; diff --git a/indra/newview/llvograss.h b/indra/newview/llvograss.h index c262fdcc79..00a59facf7 100644 --- a/indra/newview/llvograss.h +++ b/indra/newview/llvograss.h @@ -59,7 +59,7 @@ public: /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); /*virtual*/ void getGeometry(S32 idx, - LLStrider& verticesp, + LLStrider& verticesp, LLStrider& normalsp, LLStrider& texcoordsp, LLStrider& colorsp, diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index d7edc94c2f..5c10a80b07 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -274,7 +274,7 @@ BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable) } void LLVOPartGroup::getGeometry(S32 idx, - LLStrider& verticesp, + LLStrider& verticesp, LLStrider& normalsp, LLStrider& texcoordsp, LLStrider& colorsp, @@ -290,37 +290,54 @@ void LLVOPartGroup::getGeometry(S32 idx, U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex(); - LLVector3 part_pos_agent(part.mPosAgent); - LLVector3 camera_agent = getCameraPosition(); - LLVector3 at = part_pos_agent - camera_agent; - LLVector3 up; - LLVector3 right; - - right = at % LLVector3(0.f, 0.f, 1.f); - right.normalize(); - up = right % at; - up.normalize(); + LLVector4a part_pos_agent; + part_pos_agent.load3(part.mPosAgent.mV); + LLVector4a camera_agent; + camera_agent.load3(getCameraPosition().mV); + LLVector4a at; + at.setSub(part_pos_agent, camera_agent); + LLVector4a up(0, 0, 1); + LLVector4a right; + + right.setCross3(at, up); + right.normalize3fast(); + up.setCross3(right, at); + up.normalize3fast(); if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK) { - LLVector3 normvel = part.mVelocity; - normvel.normalize(); + LLVector4a normvel; + normvel.load3(part.mVelocity.mV); + normvel.normalize3fast(); LLVector2 up_fracs; - up_fracs.mV[0] = normvel*right; - up_fracs.mV[1] = normvel*up; + up_fracs.mV[0] = normvel.dot3(right).getF32(); + up_fracs.mV[1] = normvel.dot3(up).getF32(); up_fracs.normalize(); - LLVector3 new_up; - LLVector3 new_right; - new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; - new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; + LLVector4a new_up; + LLVector4a new_right; + + //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; + LLVector4a t = right; + t.mul(up_fracs.mV[0]); + new_up = up; + new_up.mul(up_fracs.mV[1]); + new_up.add(t); + + //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; + t = right; + t.mul(up_fracs.mV[1]); + new_right = up; + new_right.mul(up_fracs.mV[0]); + t.sub(new_right); + up = new_up; - right = new_right; - up.normalize(); - right.normalize(); + right = t; + up.normalize3fast(); + right.normalize3fast(); } - right *= 0.5f*part.mScale.mV[0]; - up *= 0.5f*part.mScale.mV[1]; + right.mul(0.5f*part.mScale.mV[0]); + up.mul(0.5f*part.mScale.mV[1]); LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); @@ -329,14 +346,25 @@ void LLVOPartGroup::getGeometry(S32 idx, // this works because there is actually a 4th float stored after the vertex position which is used as a texture index // also, somebody please VECTORIZE THIS - verticesp->mV[3] = 0.f; - *verticesp++ = part_pos_agent + up - right; - verticesp->mV[3] = 0.f; - *verticesp++ = part_pos_agent - up - right; - verticesp->mV[3] = 0.f; - *verticesp++ = part_pos_agent + up + right; - verticesp->mV[3] = 0.f; - *verticesp++ = part_pos_agent - up + right; + LLVector4a ppapu; + LLVector4a ppamu; + + ppapu.setAdd(part_pos_agent, up); + ppamu.setSub(part_pos_agent, up); + + verticesp->setSub(ppapu, right); + (*verticesp++).getF32ptr()[3] = 0.f; + verticesp->setSub(ppamu, right); + (*verticesp++).getF32ptr()[3] = 0.f; + verticesp->setAdd(ppapu, right); + (*verticesp++).getF32ptr()[3] = 0.f; + verticesp->setAdd(ppamu, right); + (*verticesp++).getF32ptr()[3] = 0.f; + + //*verticesp++ = part_pos_agent + up - right; + //*verticesp++ = part_pos_agent - up - right; + //*verticesp++ = part_pos_agent + up + right; + //*verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; *colorsp++ = part.mColor; @@ -453,7 +481,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group) LLVertexBuffer* buffer = group->mVertexBuffer; LLStrider indicesp; - LLStrider verticesp; + LLStrider verticesp; LLStrider normalsp; LLStrider texcoordsp; LLStrider colorsp; diff --git a/indra/newview/llvopartgroup.h b/indra/newview/llvopartgroup.h index 4db893b4ef..e58fed86d9 100644 --- a/indra/newview/llvopartgroup.h +++ b/indra/newview/llvopartgroup.h @@ -60,7 +60,7 @@ public: /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); void getGeometry(S32 idx, - LLStrider& verticesp, + LLStrider& verticesp, LLStrider& normalsp, LLStrider& texcoordsp, LLStrider& colorsp, diff --git a/indra/newview/llvotextbubble.cpp b/indra/newview/llvotextbubble.cpp deleted file mode 100644 index a92172fe23..0000000000 --- a/indra/newview/llvotextbubble.cpp +++ /dev/null @@ -1,272 +0,0 @@ -/** - * @file llvotextbubble.cpp - * @brief Viewer-object text bubble. - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ - -#include "llviewerprecompiledheaders.h" - -#include "llvotextbubble.h" - -#include "imageids.h" -#include "llviewercontrol.h" -#include "llprimitive.h" -#include "llrendersphere.h" - -#include "llbox.h" -#include "lldrawable.h" -#include "llface.h" -#include "llviewertexturelist.h" -#include "llvolume.h" -#include "pipeline.h" -#include "llvector4a.h" -#include "llviewerregion.h" - -LLVOTextBubble::LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) -: LLAlphaObject(id, pcode, regionp) -{ - setScale(LLVector3(1.5f, 1.5f, 0.25f)); - mbCanSelect = FALSE; - mLOD = MIN_LOD; - mVolumeChanged = TRUE; - setVelocity(LLVector3(0.f, 0.f, 0.75f)); - LLVolumeParams volume_params; - volume_params.setType(LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE); - volume_params.setBeginAndEndS(0.f, 1.f); - volume_params.setBeginAndEndT(0.f, 1.f); - volume_params.setRatio(0.25f, 0.25f); - volume_params.setShear(0.f, 0.f); - setVolume(volume_params, 0); - mColor = LLColor4(1.0f, 0.0f, 0.0f, 1.f); - S32 i; - for (i = 0; i < getNumTEs(); i++) - { - setTEColor(i, mColor); - setTETexture(i, LLUUID(IMG_DEFAULT)); - } -} - - -LLVOTextBubble::~LLVOTextBubble() -{ -} - - -BOOL LLVOTextBubble::isActive() const -{ - return TRUE; -} - -BOOL LLVOTextBubble::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) -{ - static LLFastTimer::DeclareTimer ftm("Text Bubble"); - LLFastTimer t(ftm); - - F32 dt = mUpdateTimer.getElapsedTimeF32(); - // Die after a few seconds. - if (dt > 1.5f) - { - return FALSE; - } - - LLViewerObject::idleUpdate(agent, world, time); - - setScale(0.5f * (1.f+dt) * LLVector3(1.5f, 1.5f, 0.5f)); - - F32 alpha = 0.35f*dt; - - LLColor4 color = mColor; - color.mV[VALPHA] -= alpha; - if (color.mV[VALPHA] <= 0.05f) - { - return FALSE; - } - S32 i; - for (i = 0; i < getNumTEs(); i++) - { - setTEColor(i, color); - setTEFullbright(i, TRUE); - } - - gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); - return TRUE; -} - - -void LLVOTextBubble::updateTextures() -{ - // Update the image levels of all textures... - - for (U32 i = 0; i < getNumTEs(); i++) - { - const LLTextureEntry *te = getTE(i); - F32 texel_area_ratio = fabs(te->mScaleS * te->mScaleT); - texel_area_ratio = llclamp(texel_area_ratio, .125f, 16.f); - LLViewerTexture *imagep = getTEImage(i); - if (imagep) - { - imagep->addTextureStats(mPixelArea / texel_area_ratio); - } - } -} - - -LLDrawable *LLVOTextBubble::createDrawable(LLPipeline *pipeline) -{ - pipeline->allocDrawable(this); - mDrawable->setLit(FALSE); - mDrawable->setRenderType(LLPipeline::RENDER_TYPE_VOLUME); - - for (U32 i = 0; i < getNumTEs(); i++) - { - LLViewerTexture *imagep; - const LLTextureEntry *texture_entry = getTE(i); - imagep = LLViewerTextureManager::getFetchedTexture(texture_entry->getID()); - - mDrawable->addFace((LLFacePool*) NULL, imagep); - } - - return mDrawable; -} - -// virtual -BOOL LLVOTextBubble::setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume) -{ - if (LLPrimitive::setVolume(volume_params, mLOD)) - { - if (mDrawable) - { - gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); - mVolumeChanged = TRUE; - } - return TRUE; - } - return FALSE; -} - - -BOOL LLVOTextBubble::updateLOD() -{ - return FALSE; -} - -BOOL LLVOTextBubble::updateGeometry(LLDrawable *drawable) -{ - if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOLUME))) - return TRUE; - - if (mVolumeChanged) - { - LLVolumeParams volume_params = getVolume()->getParams(); - setVolume(volume_params, 0); - - LLPipeline::sCompiles++; - - drawable->setNumFaces(getVolume()->getNumFaces(), drawable->getFace(0)->getPool(), getTEImage(0)); - } - - LLMatrix4 identity4; - LLMatrix3 identity3; - for (S32 i = 0; i < drawable->getNumFaces(); i++) - { - LLFace *face = drawable->getFace(i); - face->setTEOffset(i); - face->setTexture(LLViewerFetchedTexture::sSmokeImagep); - face->setState(LLFace::FULLBRIGHT); - } - - mVolumeChanged = FALSE; - - mDrawable->movePartition(); - return TRUE; -} - -void LLVOTextBubble::updateFaceSize(S32 idx) -{ - LLFace* face = mDrawable->getFace(idx); - - if (idx == 0 || idx == 2) - { - face->setSize(0,0); - } - else - { - const LLVolumeFace& vol_face = getVolume()->getVolumeFace(idx); - face->setSize(vol_face.mNumVertices, vol_face.mNumIndices); - } -} - -void LLVOTextBubble::getGeometry(S32 idx, - LLStrider& verticesp, - LLStrider& normalsp, - LLStrider& texcoordsp, - LLStrider& colorsp, - LLStrider& indicesp) -{ - if (idx == 0 || idx == 2) - { - return; - } - - const LLVolumeFace& face = getVolume()->getVolumeFace(idx); - - LLVector4a pos; - pos.load3(getPositionAgent().mV); - - LLVector4a scale; - scale.load3(getScale().mV); - - LLColor4U color = LLColor4U(getTE(idx)->getColor()); - U32 offset = mDrawable->getFace(idx)->getGeomIndex(); - - LLVector4a* dst_pos = (LLVector4a*) verticesp.get(); - LLVector4a* src_pos = (LLVector4a*) face.mPositions; - - LLVector4a* dst_norm = (LLVector4a*) normalsp.get(); - LLVector4a* src_norm = (LLVector4a*) face.mNormals; - - LLVector2* dst_tc = (LLVector2*) texcoordsp.get(); - LLVector2* src_tc = (LLVector2*) face.mTexCoords; - - LLVector4a::memcpyNonAliased16((F32*) dst_norm, (F32*) src_norm, face.mNumVertices*4*sizeof(F32)); - LLVector4a::memcpyNonAliased16((F32*) dst_tc, (F32*) src_tc, face.mNumVertices*2*sizeof(F32)); - - - for (U32 i = 0; i < face.mNumVertices; i++) - { - LLVector4a t; - t.setMul(src_pos[i], scale); - dst_pos[i].setAdd(t, pos); - *colorsp++ = color; - } - - for (U32 i = 0; i < face.mNumIndices; i++) - { - *indicesp++ = face.mIndices[i] + offset; - } -} - -U32 LLVOTextBubble::getPartitionType() const -{ - return LLViewerRegion::PARTITION_PARTICLE; -} diff --git a/indra/newview/llvotextbubble.h b/indra/newview/llvotextbubble.h deleted file mode 100644 index 9c39929711..0000000000 --- a/indra/newview/llvotextbubble.h +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file llvotextbubble.h - * @brief Description of LLVORock class, which a derivation of LLViewerObject - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifndef LL_LLVOTEXTBUBBLE_H -#define LL_LLVOTEXTBUBBLE_H - -#include "llviewerobject.h" -#include "llframetimer.h" - -class LLVOTextBubble : public LLAlphaObject -{ -public: - LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); - - /*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate. - /*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time); - - /*virtual*/ void updateTextures(); - /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); - /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); - /*virtual*/ BOOL updateLOD(); - /*virtual*/ void updateFaceSize(S32 idx); - - /*virtual*/ void getGeometry(S32 idx, - LLStrider& verticesp, - LLStrider& normalsp, - LLStrider& texcoordsp, - LLStrider& colorsp, - LLStrider& indicesp); - - virtual U32 getPartitionType() const; - - LLColor4 mColor; - S32 mLOD; - BOOL mVolumeChanged; - -protected: - ~LLVOTextBubble(); - BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false); - LLFrameTimer mUpdateTimer; -}; - -#endif // LL_VO_TEXT_BUBBLE -- cgit v1.2.3 From 425b10601da5f0e0df265489d8d427afbd506332 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 4 Oct 2011 18:11:11 -0500 Subject: SH-2459 Default to 2x antialiasing instead of 4x/8x --- indra/newview/featuretable.txt | 4 ++-- indra/newview/featuretable_linux.txt | 4 ++-- indra/newview/featuretable_mac.txt | 4 ++-- indra/newview/featuretable_xp.txt | 4 ++-- 4 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index ca66ae989c..9379d336d0 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -155,7 +155,7 @@ WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderFSAASamples 1 4 +RenderFSAASamples 1 2 // // Ultra graphics (REALLY PURTY!) @@ -184,7 +184,7 @@ WLSkyDetail 1 128 RenderDeferred 1 1 RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 -RenderFSAASamples 1 8 +RenderFSAASamples 1 2 // diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt index 6e962f3c56..18efcf5665 100644 --- a/indra/newview/featuretable_linux.txt +++ b/indra/newview/featuretable_linux.txt @@ -153,7 +153,7 @@ WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderFSAASamples 1 4 +RenderFSAASamples 1 2 // // Ultra graphics (REALLY PURTY!) @@ -183,7 +183,7 @@ WLSkyDetail 1 128 RenderDeferred 1 1 RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 -RenderFSAASamples 1 8 +RenderFSAASamples 1 2 // // Class Unknown Hardware (unknown) diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 36ffa54184..c37e4e93ee 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -155,7 +155,7 @@ WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 -RenderFSAASamples 1 4 +RenderFSAASamples 1 2 // // Ultra graphics (REALLY PURTY!) @@ -185,7 +185,7 @@ WLSkyDetail 1 128 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 -RenderFSAASamples 1 8 +RenderFSAASamples 1 2 // // Class Unknown Hardware (unknown) diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index e855b2c569..fffd30c0d8 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -155,7 +155,7 @@ WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 -RenderFSAASamples 1 4 +RenderFSAASamples 1 2 // // Ultra graphics (REALLY PURTY!) @@ -185,7 +185,7 @@ WLSkyDetail 1 128 RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 -RenderFSAASamples 1 8 +RenderFSAASamples 1 2 // // Class Unknown Hardware (unknown) -- cgit v1.2.3 From 210120f9068e8f5696abab55f9fced307e021d22 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 5 Oct 2011 00:49:03 -0500 Subject: SH-2240 Fix for projectors being double sided when shadows disabled --- .../newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index d3984276ef..2196d14895 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -149,7 +149,7 @@ void main() vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); if (proj_tc.z < 0.0) { - //discard; + discard; } proj_tc.xyz /= proj_tc.w; @@ -158,7 +158,7 @@ void main() float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten <= 0.0) { - //discard; + discard; } lv = proj_origin-pos.xyz; -- cgit v1.2.3 From 967479f9039dc358b9419be7f117162f7d90609c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 5 Oct 2011 15:12:02 -0500 Subject: SH-2031 Fix for stall in image update -- don't use the CPU to convert a height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish? --- .../shaders/class1/deferred/normgenF.glsl | 56 +++++++ .../shaders/class1/deferred/normgenV.glsl | 36 +++++ indra/newview/lldrawpoolbump.cpp | 176 +++++++++++++++------ indra/newview/llviewerdisplay.cpp | 35 ++-- indra/newview/llviewershadermgr.cpp | 14 ++ indra/newview/llviewershadermgr.h | 2 +- indra/newview/llviewertexturelist.cpp | 66 +++++--- 7 files changed, 305 insertions(+), 80 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl new file mode 100644 index 0000000000..879942d8fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -0,0 +1,56 @@ +/** + * @file normgenF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2D alphaMap; + +VARYING vec2 vary_texcoord0; + +uniform float stepX; +uniform float stepY; +uniform float norm_scale; + +void main() +{ + float alpha = texture2D(alphaMap, vary_texcoord0).a; + + vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255); + vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255); + vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255); + vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255); + + vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); + + norm = normalize(norm); + norm *= 0.5; + norm += 0.5; + + gl_FragColor = vec4(norm, alpha); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl new file mode 100644 index 0000000000..9bceae05b7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -0,0 +1,36 @@ +/** + * @file normgenV.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 + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_texcoord0; + +void main() +{ + gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0); + vary_texcoord0 = texcoord0; +} diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 501bd88970..be12eb800f 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1088,6 +1088,8 @@ LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedText } +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_STANDARD_LOADED("Bump Standard Callback"); + // static void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) { @@ -1110,14 +1112,24 @@ void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTextu } } +static LLFastTimer::DeclareTimer FTM_BUMP_GEN_NORMAL("Generate Normal Map"); +static LLFastTimer::DeclareTimer FTM_BUMP_CREATE_TEXTURE("Create GL Normal Map"); + void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata) { if (success && LLPipeline::sRenderDeferred) { + LLFastTimer t(FTM_BUMP_SOURCE_STANDARD_LOADED); LLPointer nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4); - generateNormalMapFromAlpha(src, nrm_image); + { + LLFastTimer t(FTM_BUMP_GEN_NORMAL); + generateNormalMapFromAlpha(src, nrm_image); + } src_vi->setExplicitFormat(GL_RGBA, GL_RGBA); - src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); + { + LLFastTimer t(FTM_BUMP_CREATE_TEXTURE); + src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); + } } } @@ -1176,24 +1188,39 @@ void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nr } } + +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_LOADED("Bump Source Loaded"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_ENTRIES_UPDATE("Entries Update"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_MIN_MAX("Min/Max"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RGB2LUM("RGB to Luminance"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RESCALE("Rescale"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_GEN_NORMAL("Generate Normal"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_CREATE("Create"); + // static void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code ) { if( success ) { + LLFastTimer t(FTM_BUMP_SOURCE_LOADED); + + bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries ); bump_image_map_t::iterator iter = entries_list.find(source_asset_id); - if (iter == entries_list.end() || - iter->second.isNull() || - iter->second->getWidth() != src->getWidth() || - iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution - { //make sure an entry exists for this image - LLPointer raw = new LLImageRaw(1,1,1); - raw->clear(0x77, 0x77, 0xFF, 0xFF); - - entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE); - iter = entries_list.find(src_vi->getID()); + { + LLFastTimer t(FTM_BUMP_SOURCE_ENTRIES_UPDATE); + if (iter == entries_list.end() || + iter->second.isNull() || + iter->second->getWidth() != src->getWidth() || + iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution + { //make sure an entry exists for this image + LLPointer raw = new LLImageRaw(1,1,1); + raw->clear(0x77, 0x77, 0xFF, 0xFF); + + entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE); + iter = entries_list.find(src_vi->getID()); + } } //if (iter->second->getWidth() != src->getWidth() || @@ -1224,50 +1251,56 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI { case 1: case 2: - if( src_data_size == dst_data_size * src_components ) { - for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) + LLFastTimer t(FTM_BUMP_SOURCE_MIN_MAX); + if( src_data_size == dst_data_size * src_components ) { - dst_data[i] = src_data[j]; - if( dst_data[i] < minimum ) + for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) { - minimum = dst_data[i]; - } - if( dst_data[i] > maximum ) - { - maximum = dst_data[i]; + dst_data[i] = src_data[j]; + if( dst_data[i] < minimum ) + { + minimum = dst_data[i]; + } + if( dst_data[i] > maximum ) + { + maximum = dst_data[i]; + } } } - } - else - { - llassert(0); - dst_image->clear(); + else + { + llassert(0); + dst_image->clear(); + } } break; case 3: case 4: - if( src_data_size == dst_data_size * src_components ) { - for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) + LLFastTimer t(FTM_BUMP_SOURCE_RGB2LUM); + if( src_data_size == dst_data_size * src_components ) { - // RGB to luminance - dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT; - //llassert( dst_data[i] <= 255 );true because it's 8bit - if( dst_data[i] < minimum ) - { - minimum = dst_data[i]; - } - if( dst_data[i] > maximum ) + for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) { - maximum = dst_data[i]; + // RGB to luminance + dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT; + //llassert( dst_data[i] <= 255 );true because it's 8bit + if( dst_data[i] < minimum ) + { + minimum = dst_data[i]; + } + if( dst_data[i] > maximum ) + { + maximum = dst_data[i]; + } } } - } - else - { - llassert(0); - dst_image->clear(); + else + { + llassert(0); + dst_image->clear(); + } } break; default: @@ -1278,6 +1311,7 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI if( maximum > minimum ) { + LLFastTimer t(FTM_BUMP_SOURCE_RESCALE); U8 bias_and_scale_lut[256]; F32 twice_one_over_range = 2.f / (maximum - minimum); S32 i; @@ -1311,17 +1345,63 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI // accidentally releases it. LLPointer bump = LLViewerTextureManager::getLocalTexture( TRUE ); + if (!LLPipeline::sRenderDeferred) { + LLFastTimer t(FTM_BUMP_SOURCE_CREATE); bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA); bump->createGLTexture(0, dst_image); } - else - { - LLPointer nrm_image = new LLImageRaw(dst_image->getWidth(), dst_image->getHeight(), 4); - generateNormalMapFromAlpha(dst_image, nrm_image); - bump->setExplicitFormat(GL_RGBA, GL_RGBA); - bump->createGLTexture(0, nrm_image); + else + { //convert to normal map + { + LLFastTimer t(FTM_BUMP_SOURCE_CREATE); + bump->setExplicitFormat(GL_RGBA8, GL_ALPHA); + bump->createGLTexture(0, dst_image); + } + + { + LLFastTimer t(FTM_BUMP_SOURCE_GEN_NORMAL); + gPipeline.mScreen.bindTarget(); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + LLGLDisable blend(GL_BLEND); + gGL.setColorMask(TRUE, TRUE); + gNormalMapGenProgram.bind(); + gNormalMapGenProgram.uniform1f("norm_scale", gSavedSettings.getF32("RenderNormalMapScale")); + gNormalMapGenProgram.uniform1f("stepX", 1.f/bump->getWidth()); + gNormalMapGenProgram.uniform1f("stepY", 1.f/bump->getHeight()); + + LLVector2 v((F32) bump->getWidth()/gPipeline.mScreen.getWidth(), + (F32) bump->getHeight()/gPipeline.mScreen.getHeight()); + + gGL.getTexUnit(0)->bind(bump); + + gGL.begin(LLRender::TRIANGLE_STRIP); + + gGL.texCoord2f(0, 0); + gGL.vertex2f(0, 0); + gGL.texCoord2f(0, 1); + gGL.vertex2f(0, v.mV[1]); + gGL.texCoord2f(1, 0); + gGL.vertex2f(v.mV[0], 0); + gGL.texCoord2f(1, 1); + gGL.vertex2f(v.mV[0], v.mV[1]); + + gGL.end(); + + gGL.flush(); + + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bump->getWidth(), bump->getHeight()); + + glGenerateMipmap(GL_TEXTURE_2D); + + gPipeline.mScreen.flush(); + + gNormalMapGenProgram.unbind(); + + //generateNormalMapFromAlpha(dst_image, nrm_image); + } } iter->second = bump; // derefs (and deletes) old image diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 20c9071052..85ef12b32b 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -213,6 +213,10 @@ static LLFastTimer::DeclareTimer FTM_RENDER("Render", true); static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky"); static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Bump"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete"); // Paint the display! void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) @@ -743,18 +747,31 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLMemType mt_iu(LLMemType::MTYPE_DISPLAY_IMAGE_UPDATE); LLFastTimer t(FTM_IMAGE_UPDATE); - LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(), - LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean()); + { + LLFastTimer t(FTM_IMAGE_UPDATE_CLASS); + LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(), + LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean()); + } - gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first. + + { + LLFastTimer t(FTM_IMAGE_UPDATE_BUMP); + gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first. + } - F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time - max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame) - gTextureList.updateImages(max_image_decode_time); + { + LLFastTimer t(FTM_IMAGE_UPDATE_LIST); + F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time + max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame) + gTextureList.updateImages(max_image_decode_time); + } - //remove dead textures from GL - LLImageGL::deleteDeadTextures(); - stop_glerror(); + { + LLFastTimer t(FTM_IMAGE_UPDATE_DELETE); + //remove dead textures from GL + LLImageGL::deleteDeadTextures(); + stop_glerror(); + } } LLGLState::checkStates(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 764c247f01..ac489e0caf 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -188,6 +188,7 @@ LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; +LLGLSLShader gNormalMapGenProgram; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -275,6 +276,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredStarProgram); + mShaderList.push_back(&gNormalMapGenProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -1082,6 +1084,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredStarProgram.unload(); + gNormalMapGenProgram.unload(); return TRUE; } @@ -1532,6 +1535,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); } + if (success) + { + gNormalMapGenProgram.mName = "Normal Map Generation Program"; + gNormalMapGenProgram.mShaderFiles.clear(); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB)); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB)); + gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gNormalMapGenProgram.createShader(NULL, NULL); + } + return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 74708c94a7..5bcdf11be5 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -384,6 +384,6 @@ extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; - +extern LLGLSLShader gNormalMapGenProgram; #endif diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 30ef8b8a29..487cdafd8f 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -586,6 +586,11 @@ void LLViewerTextureList::dirtyImage(LLViewerFetchedTexture *image) //////////////////////////////////////////////////////////////////////////// static LLFastTimer::DeclareTimer FTM_IMAGE_MARK_DIRTY("Dirty Images"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_PRIORITIES("Prioritize"); +static LLFastTimer::DeclareTimer FTM_IMAGE_CALLBACKS("Callbacks"); +static LLFastTimer::DeclareTimer FTM_IMAGE_FETCH("Fetch"); +static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create"); +static LLFastTimer::DeclareTimer FTM_IMAGE_STATS("Stats"); void LLViewerTextureList::updateImages(F32 max_time) { @@ -597,14 +602,25 @@ void LLViewerTextureList::updateImages(F32 max_time) LLViewerStats::getInstance()->mGLBoundMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageGL::sBoundTextureMemoryInBytes)); LLViewerStats::getInstance()->mRawMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageRaw::sGlobalRawMemory)); LLViewerStats::getInstance()->mFormattedMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageFormatted::sGlobalFormattedMemory)); - - updateImagesDecodePriorities(); + + + { + LLFastTimer t(FTM_IMAGE_UPDATE_PRIORITIES); + updateImagesDecodePriorities(); + } F32 total_max_time = max_time; - max_time -= updateImagesFetchTextures(max_time); + + { + LLFastTimer t(FTM_IMAGE_FETCH); + max_time -= updateImagesFetchTextures(max_time); + } - max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time - max_time -= updateImagesCreateTextures(max_time); + { + LLFastTimer t(FTM_IMAGE_CREATE); + max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time + max_time -= updateImagesCreateTextures(max_time); + } if (!mDirtyTextureList.empty()) { @@ -612,24 +628,32 @@ void LLViewerTextureList::updateImages(F32 max_time) gPipeline.dirtyPoolObjectTextures(mDirtyTextureList); mDirtyTextureList.clear(); } - bool didone = false; - for (image_list_t::iterator iter = mCallbackList.begin(); - iter != mCallbackList.end(); ) + { - //trigger loaded callbacks on local textures immediately - LLViewerFetchedTexture* image = *iter++; - if (!image->getUrl().empty()) + LLFastTimer t(FTM_IMAGE_CALLBACKS); + bool didone = false; + for (image_list_t::iterator iter = mCallbackList.begin(); + iter != mCallbackList.end(); ) { - // Do stuff to handle callbacks, update priorities, etc. - didone = image->doLoadedCallbacks(); - } - else if (!didone) - { - // Do stuff to handle callbacks, update priorities, etc. - didone = image->doLoadedCallbacks(); + //trigger loaded callbacks on local textures immediately + LLViewerFetchedTexture* image = *iter++; + if (!image->getUrl().empty()) + { + // Do stuff to handle callbacks, update priorities, etc. + didone = image->doLoadedCallbacks(); + } + else if (!didone) + { + // Do stuff to handle callbacks, update priorities, etc. + didone = image->doLoadedCallbacks(); + } } } - updateImagesUpdateStats(); + + { + LLFastTimer t(FTM_IMAGE_STATS); + updateImagesUpdateStats(); + } } void LLViewerTextureList::updateImagesDecodePriorities() @@ -747,7 +771,6 @@ void LLViewerTextureList::updateImagesDecodePriorities() return type_from_host; } */ -static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create Images"); F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) { @@ -757,8 +780,7 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) // Create GL textures for all textures that need them (images which have been // decoded, but haven't been pushed into GL). // - LLFastTimer t(FTM_IMAGE_CREATE); - + LLTimer create_timer; image_list_t::iterator enditer = mCreateTextureList.begin(); for (image_list_t::iterator iter = mCreateTextureList.begin(); -- cgit v1.2.3 From 2b51a7a60942b1efc99cee43489ef2f92fa7a188 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 5 Oct 2011 17:57:13 -0500 Subject: SH-2454 Fix for head attachments not casting shadows when in mouselook mode. --- indra/newview/llspatialpartition.cpp | 4 ++++ indra/newview/pipeline.cpp | 22 ++++++++++++++++++++++ 2 files changed, 26 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 8e22a9be2c..65a78d9048 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1613,6 +1613,8 @@ void LLSpatialGroup::checkOcclusion() static LLFastTimer::DeclareTimer FTM_PUSH_OCCLUSION_VERTS("Push Occlusion"); static LLFastTimer::DeclareTimer FTM_SET_OCCLUSION_STATE("Occlusion State"); static LLFastTimer::DeclareTimer FTM_OCCLUSION_EARLY_FAIL("Occlusion Early Fail"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_ALLOCATE("Allocate"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_BUILD("Build"); void LLSpatialGroup::doOcclusion(LLCamera* camera) { @@ -1636,11 +1638,13 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) if (!mOcclusionQuery[LLViewerCamera::sCurCameraID]) { + LLFastTimer t(FTM_OCCLUSION_ALLOCATE); mOcclusionQuery[LLViewerCamera::sCurCameraID] = sQueryPool.allocate(); } if (mOcclusionVerts.isNull() || isState(LLSpatialGroup::OCCLUSION_DIRTY)) { + LLFastTimer t(FTM_OCCLUSION_BUILD); buildOcclusion(); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e672f7c4f1..83f9863224 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8300,6 +8300,17 @@ void LLPipeline::generateSunShadow(LLCamera& camera) return; } + BOOL skip_avatar_update = FALSE; + if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK) + { + skip_avatar_update = TRUE; + } + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); + } + F64 last_modelview[16]; F64 last_projection[16]; for (U32 i = 0; i < 16; i++) @@ -8413,6 +8424,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowFrustPoints[3].clear(); } popRenderTypeMask(); + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); + } + return; } @@ -9001,6 +9018,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } popRenderTypeMask(); + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); + } } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture) -- cgit v1.2.3 From e76eaa8b2a1f49e45d009379aaf36f8e62b6273a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 13:48:10 -0500 Subject: Fix for busted settings.xml (thanks TankMaster Finesmith) --- indra/newview/app_settings/settings.xml | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 110e3e3d04..e7ff584b38 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9075,9 +9075,7 @@ 1 Type Boolean - Va - - lue + Value 1 RenderPreferStreamDraw -- cgit v1.2.3 From 40fe25632c62ab6a8bbb817149c159295b365d59 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 15:00:14 -0500 Subject: SH-2553 Fix for glitches when rendering HUD attachments. --- indra/newview/llviewerdisplay.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 835f16d086..7220f2a20f 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1359,7 +1359,12 @@ void render_ui_3d() } stop_glerror(); - + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements stop_glerror(); } -- cgit v1.2.3 From a90ea46804d1fdb60d44178140b12e341c715178 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 15:34:28 -0500 Subject: SH-2240 Fix for beacons not rendering (or crashing when rendered) --- indra/newview/llglsandbox.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 8c872283bd..844d7ba41c 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -777,6 +777,11 @@ void LLViewerObjectList::renderObjectBeacons() LLGLSUIDefault gls_ui; + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); -- cgit v1.2.3 From fba8afd7b27ebc362af7b26b1f1fb2917deae920 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 16:43:19 -0500 Subject: SH-2454 Fix for attachments casting shadows/showing up in water when "show me in mouselook" is disabled --- indra/newview/pipeline.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 83f9863224..d28bb1f64e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7612,11 +7612,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate) { BOOL skip_avatar_update = FALSE; - if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK) + if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { skip_avatar_update = TRUE; } - + if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); @@ -8301,7 +8301,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } BOOL skip_avatar_update = FALSE; - if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK) + if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { skip_avatar_update = TRUE; } -- cgit v1.2.3 From f2fc69c65650bf5db4f0ea098be7bd5fe37f224d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 17:31:59 -0500 Subject: SH-2240 Fix for crash when rendering beacons and Debug GL enabled -- flush every 128 beacons to keep from hitting the end of the immediate mode wrapper buffer. --- indra/newview/llglsandbox.cpp | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 844d7ba41c..3f773effcb 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -789,6 +789,8 @@ void LLViewerObjectList::renderObjectBeacons() // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) BOOL flush = FALSE; + S32 flush_me = 128; + for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) { const LLDebugBeacon &debug_beacon = *iter; @@ -818,6 +820,14 @@ void LLViewerObjectList::renderObjectBeacons() gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]); draw_line_cube(0.10f, thisline); + + if (--flush_me <= 0) + { + flush_me = 128; + gGL.end(); + gGL.flush(); + gGL.begin(LLRender::LINES); + } } gGL.end(); } @@ -830,6 +840,8 @@ void LLViewerObjectList::renderObjectBeacons() // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) BOOL flush = FALSE; + S32 flush_me = 128; + for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) { const LLDebugBeacon &debug_beacon = *iter; @@ -858,6 +870,14 @@ void LLViewerObjectList::renderObjectBeacons() gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 0.5f,thisline.mV[VZ]); draw_line_cube(0.10f, thisline); + + if (--flush_me <= 0) + { + flush_me = 128; + gGL.end(); + gGL.flush(); + gGL.begin(LLRender::LINES); + } } gGL.end(); -- cgit v1.2.3 From c834bdd05a134d6b3442a31f351a94f21965d4e9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 17:54:06 -0500 Subject: SH-2240 Better fix for beacon rendering -- let LLRender take care of optimization around joining chunks of line segments together into one draw call --- indra/newview/llglsandbox.cpp | 41 ++++++----------------------------------- 1 file changed, 6 insertions(+), 35 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 3f773effcb..ac87da2d71 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -788,9 +788,6 @@ void LLViewerObjectList::renderObjectBeacons() S32 last_line_width = -1; // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) - BOOL flush = FALSE; - S32 flush_me = 128; - for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) { const LLDebugBeacon &debug_beacon = *iter; @@ -799,18 +796,14 @@ void LLViewerObjectList::renderObjectBeacons() S32 line_width = debug_beacon.mLineWidth; if (line_width != last_line_width) { - if (flush) - { - gGL.end(); - } - flush = TRUE; gGL.flush(); glLineWidth( (F32)line_width ); last_line_width = line_width; - gGL.begin(LLRender::LINES); } const LLVector3 &thisline = debug_beacon.mPositionAgent; + + gGL.begin(LLRender::LINES); gGL.color4fv(color.mV); gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 50.f); gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 50.f); @@ -820,16 +813,9 @@ void LLViewerObjectList::renderObjectBeacons() gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]); draw_line_cube(0.10f, thisline); - - if (--flush_me <= 0) - { - flush_me = 128; - gGL.end(); - gGL.flush(); - gGL.begin(LLRender::LINES); - } + + gGL.end(); } - gGL.end(); } { @@ -839,9 +825,6 @@ void LLViewerObjectList::renderObjectBeacons() S32 last_line_width = -1; // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) - BOOL flush = FALSE; - S32 flush_me = 128; - for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) { const LLDebugBeacon &debug_beacon = *iter; @@ -849,18 +832,13 @@ void LLViewerObjectList::renderObjectBeacons() S32 line_width = debug_beacon.mLineWidth; if (line_width != last_line_width) { - if (flush) - { - gGL.end(); - } - flush = TRUE; gGL.flush(); glLineWidth( (F32)line_width ); last_line_width = line_width; - gGL.begin(LLRender::LINES); } const LLVector3 &thisline = debug_beacon.mPositionAgent; + gGL.begin(LLRender::LINES); gGL.color4fv(debug_beacon.mColor.mV); gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 0.5f); gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 0.5f); @@ -871,16 +849,9 @@ void LLViewerObjectList::renderObjectBeacons() draw_line_cube(0.10f, thisline); - if (--flush_me <= 0) - { - flush_me = 128; - gGL.end(); - gGL.flush(); - gGL.begin(LLRender::LINES); - } + gGL.end(); } - gGL.end(); gGL.flush(); glLineWidth(1.f); -- cgit v1.2.3 From 79912f9d3f0807529183521f69f989f947c1cff1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 7 Oct 2011 03:12:11 -0500 Subject: SH-2031 Profile guided optimization of matrix ops - don't use F64 except where needed (should really factor out calls to gluProject) - get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order) - unroll matrix sync inner loop and cache MVP and normal matrices --- indra/newview/llhudrender.cpp | 12 ++++++++- indra/newview/llselectmgr.cpp | 2 +- indra/newview/llviewercamera.cpp | 58 +++++++++++++++++++++++++++++----------- indra/newview/pipeline.cpp | 28 +++++-------------- indra/newview/pipeline.h | 2 +- 5 files changed, 61 insertions(+), 41 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index 607f7f7f4b..122711a86d 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -107,8 +107,18 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, viewport[1] = world_view_rect.mBottom; viewport[2] = world_view_rect.getWidth(); viewport[3] = world_view_rect.getHeight(); + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2], - gGLModelView, gGLProjection, (GLint*) viewport, + mdlv, proj, (GLint*) viewport, &winX, &winY, &winZ); //fonts all render orthographically, set up projection`` diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 3a50eeb1c9..2971ee710a 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -4838,7 +4838,7 @@ void LLSelectMgr::processForceObjectSelect(LLMessageSystem* msg, void**) LLSelectMgr::getInstance()->highlightObjectAndFamily(objects); } -extern LLGLdouble gGLModelView[16]; +extern F32 gGLModelView[16]; void LLSelectMgr::updateSilhouettes() { diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index c0ef4da1ff..a437a8b3b5 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -218,8 +218,15 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks) { GLint* viewport = (GLint*) gGLViewport; - GLdouble* model = gGLModelView; - GLdouble* proj = gGLProjection; + F64 model[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + model[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + GLdouble objX,objY,objZ; LLVector3 frust[8]; @@ -420,7 +427,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection, if (!for_selection && mZoomFactor == 1.f) { // Save GL matrices for access elsewhere in code, especially project_world_to_screen - //glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView); for (U32 i = 0; i < 16; i++) { gGLModelView[i] = modelview.m[i]; @@ -428,14 +434,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection, } updateFrustumPlanes(*this); - - /*if (gSavedSettings.getBOOL("CameraOffset")) - { - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.translatef(0,0,-50); - gGL.rotatef(20.0,1,0,0); - gGL.matrixMode(LLRender::MM_MODELVIEW); - }*/ } @@ -443,11 +441,20 @@ void LLViewerCamera::setPerspective(BOOL for_selection, // screen coordinates to the agent's region. void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const { - GLdouble x, y, z; + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + gluUnProject( GLdouble(screen_x), GLdouble(screen_y), 0.0, - gGLModelView, gGLProjection, (GLint*)gGLViewport, + mdlv, proj, (GLint*)gGLViewport, &x, &y, &z ); @@ -484,8 +491,17 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord viewport[2] = world_view_rect.getWidth(); viewport[3] = world_view_rect.getHeight(); + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ], - gGLModelView, gGLProjection, (GLint*)viewport, + mdlv, proj, (GLint*)viewport, &x, &y, &z)) { // convert screen coordinates to virtual UI coordinates @@ -587,9 +603,19 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, viewport[2] = world_view_rect.getWidth(); viewport[3] = world_view_rect.getHeight(); GLdouble x, y, z; // object's window coords, GL-style + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], - pos_agent.mV[VZ], gGLModelView, - gGLProjection, (GLint*)viewport, + pos_agent.mV[VZ], mdlv, + proj, (GLint*)viewport, &x, &y, &z)) { x /= gViewerWindow->getDisplayScale().mV[VX]; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d28bb1f64e..42873dbca8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -201,13 +201,10 @@ U32 nhpo2(U32 v) return r; } -glh::matrix4f glh_copy_matrix(GLdouble* src) +glh::matrix4f glh_copy_matrix(F32* src) { glh::matrix4f ret; - for (U32 i = 0; i < 16; i++) - { - ret.m[i] = (F32) src[i]; - } + ret.set_value(src); return ret; } @@ -231,7 +228,7 @@ glh::matrix4f glh_get_last_projection() return glh_copy_matrix(gGLLastProjection); } -void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst) +void glh_copy_matrix(const glh::matrix4f& src, F32* dst) { for (U32 i = 0; i < 16; i++) { @@ -3171,19 +3168,6 @@ void LLPipeline::postSort(LLCamera& camera) if (!sShadowRender) { - //sort by texture or bump map - for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i) - { - if (i == LLRenderPass::PASS_BUMP) - { - std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump()); - } - else - { - std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix()); - } - } - std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); } llpushcallstacks ; @@ -3503,8 +3487,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) assertInitialized(); - F64 saved_modelview[16]; - F64 saved_projection[16]; + F32 saved_modelview[16]; + F32 saved_projection[16]; //HACK: preserve/restore matrices around HUD render if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) @@ -6768,7 +6752,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n { cube_map->enable(channel); cube_map->bind(); - F64* m = gGLModelView; + F32* m = gGLModelView; F32 mat[] = { m[0], m[1], m[2], diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index d24bab747b..86579261ca 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -72,7 +72,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0); BOOL setup_hud_matrices(); // use whole screen to render hud BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking) -glh::matrix4f glh_copy_matrix(GLdouble* src); +glh::matrix4f glh_copy_matrix(F32* src); glh::matrix4f glh_get_current_modelview(); void glh_set_current_modelview(const glh::matrix4f& mat); glh::matrix4f glh_get_current_projection(); -- cgit v1.2.3 From 9cf4a4322b75a4d8fdc618c8f1edbf945c2f25b3 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 7 Oct 2011 16:45:21 -0500 Subject: SH-2240 No more assertions when rendering debug displays. --- indra/newview/llspatialpartition.cpp | 100 ++++++++++++++++++----------------- indra/newview/llviewerjoint.cpp | 2 +- 2 files changed, 52 insertions(+), 50 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 65a78d9048..ffb0ce4056 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -48,6 +48,7 @@ #include "llvolumemgr.h" #include "lltextureatlas.h" #include "llglslshader.h" +#include "llviewershadermgr.h" static LLFastTimer::DeclareTimer FTM_FRUSTUM_CULL("Frustum Culling"); static LLFastTimer::DeclareTimer FTM_CULL_REBOUND("Cull Rebound"); @@ -2543,7 +2544,7 @@ void renderOctree(LLSpatialGroup* group) LLGLDepthTest gl_depth(FALSE, FALSE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - gGL.color4f(1,0,0,group->mBuilt); + gGL.diffuseColor4f(1,0,0,group->mBuilt); gGL.flush(); glLineWidth(5.f); drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]); @@ -2591,7 +2592,7 @@ void renderOctree(LLSpatialGroup* group) } } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - gGL.color4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); } } else*/ @@ -2607,7 +2608,7 @@ void renderOctree(LLSpatialGroup* group) } } - gGL.color4fv(col.mV); + gGL.diffuseColor4fv(col.mV); LLVector4a fudge; fudge.splat(0.001f); LLVector4a size = group->mObjectBounds[1]; @@ -2624,16 +2625,16 @@ void renderOctree(LLSpatialGroup* group) //if (group->mBuilt <= 0.f) { //draw opaque outline - //gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f); + //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], 1.f); //drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]); - gGL.color4f(0,1,1,1); + gGL.diffuseColor4f(0,1,1,1); drawBoxOutline(group->mBounds[0],group->mBounds[1]); //draw bounding box for draw info /*if (group->mSpatialPartition->mRenderByGroup) { - gGL.color4f(1.0f, 0.75f, 0.25f, 0.6f); + gGL.diffuseColor4f(1.0f, 0.75f, 0.25f, 0.6f); for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) { for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) @@ -2652,7 +2653,7 @@ void renderOctree(LLSpatialGroup* group) } // LLSpatialGroup::OctreeNode* node = group->mOctreeNode; -// gGL.color4f(0,1,0,1); +// gGL.diffuseColor4f(0,1,0,1); // drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize())); } @@ -2665,11 +2666,12 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && !group->getData().empty(); + if (render_objects) { LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); - gGL.color4f(0, 0.5f, 0, 0.5f); + gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } @@ -2679,7 +2681,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) if (render_objects) { gGL.diffuseColor4f(0.f, 0.5f, 0.f,1.f); - gGL.color4f(0.f, 0.5f, 0.f, 1.f); + gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } @@ -2688,7 +2690,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) if (render_objects) { gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); - gGL.color4f(0.f, 0.75f, 0.f, 0.5f); + gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } /*else if (camera && group->mOcclusionVerts.notNull()) @@ -2709,7 +2711,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) void renderCrossHairs(LLVector3 position, F32 size, LLColor4 color) { - gGL.color4fv(color.mV); + gGL.diffuseColor4fv(color.mV); gGL.begin(LLRender::LINES); { gGL.vertex3fv((position - LLVector3(size, 0.f, 0.f)).mV); @@ -2881,17 +2883,17 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE) { if (drawable->isSpatialBridge()) { - gGL.color4f(1,0.5f,0,1); + gGL.diffuseColor4f(1,0.5f,0,1); } else if (drawable->getVOVolume()) { if (drawable->isRoot()) { - gGL.color4f(1,1,0,1); + gGL.diffuseColor4f(1,1,0,1); } else { - gGL.color4f(0,1,0,1); + gGL.diffuseColor4f(0,1,0,1); } } else if (drawable->getVObj()) @@ -2899,30 +2901,30 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE) switch (drawable->getVObj()->getPCode()) { case LLViewerObject::LL_VO_SURFACE_PATCH: - gGL.color4f(0,1,1,1); + gGL.diffuseColor4f(0,1,1,1); break; case LLViewerObject::LL_VO_CLOUDS: // no longer used break; case LLViewerObject::LL_VO_PART_GROUP: case LLViewerObject::LL_VO_HUD_PART_GROUP: - gGL.color4f(0,0,1,1); + gGL.diffuseColor4f(0,0,1,1); break; case LLViewerObject::LL_VO_VOID_WATER: case LLViewerObject::LL_VO_WATER: - gGL.color4f(0,0.5f,1,1); + gGL.diffuseColor4f(0,0.5f,1,1); break; case LL_PCODE_LEGACY_TREE: - gGL.color4f(0,0.5f,0,1); + gGL.diffuseColor4f(0,0.5f,0,1); break; default: - gGL.color4f(1,0,1,1); + gGL.diffuseColor4f(1,0,1,1); break; } } else { - gGL.color4f(1,0,0,1); + gGL.diffuseColor4f(1,0,0,1); } } @@ -2996,7 +2998,7 @@ void renderNormals(LLDrawable* drawablep) n.setMul(face.mNormals[j], scale); p.setAdd(face.mPositions[j], n); - gGL.color4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); gGL.vertex3fv(face.mPositions[j].getF32ptr()); gGL.vertex3fv(p.getF32ptr()); @@ -3005,7 +3007,7 @@ void renderNormals(LLDrawable* drawablep) n.setMul(face.mBinormals[j], scale); p.setAdd(face.mPositions[j], n); - gGL.color4f(0,1,1,1); + gGL.diffuseColor4f(0,1,1,1); gGL.vertex3fv(face.mPositions[j].getF32ptr()); gGL.vertex3fv(p.getF32ptr()); } @@ -3063,7 +3065,7 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo } else { - gGL.color3f(1,0,1); + gGL.diffuseColor3f(1,0,1); drawBoxOutline(center, size); } } @@ -3179,7 +3181,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) } else { - gGL.color3f(1,1,0); + gGL.diffuseColor3f(1,1,0); drawBoxOutline(center, size); } } @@ -3315,7 +3317,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVector3 vscale = volume->getScale()*2.f; scale.set(scale[0]/vscale[0], scale[1]/vscale[1], scale[2]/vscale[2]); - gGL.color4fv(color.mV); + gGL.diffuseColor4fv(color.mV); drawBox(center, scale); } else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::SPHERE) @@ -3385,7 +3387,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) } else { - gGL.color3f(1,0,1); + gGL.diffuseColor3f(1,0,1); drawBoxOutline(center, size); gMeshRepo.buildHull(volume_params, detail); } @@ -3481,11 +3483,11 @@ void renderTexturePriority(LLDrawable* drawable) F32 t = vsize/sLastMaxTexPriority; LLVector4 col = lerp(cold, hot, t); - gGL.color4fv(col.mV); + gGL.diffuseColor4fv(col.mV); } //else //{ - // gGL.color4f(1,0,1,1); + // gGL.diffuseColor4f(1,0,1,1); //} LLVector4a center; @@ -3504,7 +3506,7 @@ void renderTexturePriority(LLDrawable* drawable) LLVector4 col = lerp(boost_cold, boost_hot, t); LLGLEnable blend_on(GL_BLEND); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE); - gGL.color4fv(col.mV); + gGL.diffuseColor4fv(col.mV); drawBox(center, size); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); }*/ @@ -3517,7 +3519,7 @@ void renderPoints(LLDrawable* drawablep) if (drawablep->getNumFaces()) { gGL.begin(LLRender::POINTS); - gGL.color3f(1,1,1); + gGL.diffuseColor3f(1,1,1); for (S32 i = 0; i < drawablep->getNumFaces(); i++) { gGL.vertex3fv(drawablep->getFace(i)->mCenterLocal.mV); @@ -3542,7 +3544,7 @@ void renderBatchSize(LLDrawInfo* params) { LLGLEnable offset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.f, 1.f); - glColor3ubv((GLubyte*) &(params->mDebugColor)); + gGL.diffuseColor4ubv((GLubyte*) &(params->mDebugColor)); pushVerts(params, LLVertexBuffer::MAP_VERTEX); } @@ -3611,11 +3613,11 @@ void renderLights(LLDrawable* drawablep) { LLGLDepthTest depth(GL_FALSE, GL_TRUE); - gGL.color4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); drawBoxOutline(pos, size); } - gGL.color4f(1,1,0,1); + gGL.diffuseColor4f(1,1,0,1); F32 rad = drawablep->getVOVolume()->getLightRadius(); drawBoxOutline(pos, LLVector4a(rad)); } @@ -3640,13 +3642,13 @@ public: if (branch->getData().empty()) { - gGL.color3f(1.f,0.2f,0.f); + gGL.diffuseColor3f(1.f,0.2f,0.f); center.set(branch->getCenter().getF32ptr()); size.set(branch->getSize().getF32ptr()); } else { - gGL.color3f(0.75f, 1.f, 0.f); + gGL.diffuseColor3f(0.75f, 1.f, 0.f); center.set(vl->mBounds[0].getF32ptr()); size.set(vl->mBounds[1].getF32ptr()); } @@ -3659,11 +3661,11 @@ public: if (i == 1) { - gGL.color4f(0,1,1,0.5f); + gGL.diffuseColor4f(0,1,1,0.5f); } else { - gGL.color4f(0,0.5f,0.5f, 0.25f); + gGL.diffuseColor4f(0,0.5f,0.5f, 0.25f); drawBoxOutline(center, size); } @@ -3700,7 +3702,7 @@ void renderRaycast(LLDrawable* drawablep) if (drawablep->getNumFaces()) { LLGLEnable blend(GL_BLEND); - gGL.color4f(0,1,1,0.5f); + gGL.diffuseColor4f(0,1,1,0.5f); if (drawablep->getVOVolume()) { @@ -3796,11 +3798,11 @@ void renderRaycast(LLDrawable* drawablep) orient.getRotMatrixToParent(rotation); gGL.multMatrix((float*)rotation.mMatrix); - gGL.color4f(1,0,0,0.5f); + gGL.diffuseColor4f(1,0,0,0.5f); drawBox(LLVector3(0, 0, 0), LLVector3(0.1f, 0.022f, 0.022f)); - gGL.color4f(0,1,0,0.5f); + gGL.diffuseColor4f(0,1,0,0.5f); drawBox(LLVector3(0, 0, 0), LLVector3(0.021f, 0.1f, 0.021f)); - gGL.color4f(0,0,1,0.5f); + gGL.diffuseColor4f(0,0,1,0.5f); drawBox(LLVector3(0, 0, 0), LLVector3(0.02f, 0.02f, 0.1f)); gGL.popMatrix(); @@ -3815,7 +3817,7 @@ void renderRaycast(LLDrawable* drawablep) size.mul(0.5f); LLGLDepthTest depth(GL_FALSE, GL_TRUE); - gGL.color4f(0,0.5f,0.5f,1); + gGL.diffuseColor4f(0,0.5f,0.5f,1); drawBoxOutline(pos, size); } } @@ -3884,7 +3886,7 @@ public: stop_glerror(); gGLLastMatrix = NULL; gGL.popMatrix(); - gGL.color4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); } } } @@ -3908,7 +3910,7 @@ public: { if (!group->getData().empty()) { - gGL.color3f(0,0,1); + gGL.diffuseColor3f(0,0,1); drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]); } @@ -3917,7 +3919,7 @@ public: for (LLSpatialGroup::OctreeNode::const_element_iter i = branch->getData().begin(); i != branch->getData().end(); ++i) { LLDrawable* drawable = *i; - + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES)) { renderBoundingBox(drawable); @@ -3932,7 +3934,7 @@ public: { if (drawable->isState(LLDrawable::IN_REBUILD_Q2)) { - gGL.color4f(0.6f, 0.6f, 0.1f, 1.f); + gGL.diffuseColor4f(0.6f, 0.6f, 0.1f, 1.f); const LLVector4a* ext = drawable->getSpatialExtents(); LLVector4a center; center.setAdd(ext[0], ext[1]); @@ -4227,7 +4229,7 @@ void LLSpatialPartition::renderDebug() if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.bind(); + gDebugProgram.bind(); } if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY)) @@ -4261,13 +4263,13 @@ void LLSpatialPartition::renderDebug() if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.unbind(); + gDebugProgram.unbind(); } } void LLSpatialGroup::drawObjectBox(LLColor4 col) { - gGL.color4fv(col.mV); + gGL.diffuseColor4fv(col.mV); LLVector4a size; size = mObjectBounds[1]; size.mul(1.01f); diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp index f2e49ff270..a907f102f8 100644 --- a/indra/newview/llviewerjoint.cpp +++ b/indra/newview/llviewerjoint.cpp @@ -543,7 +543,7 @@ void LLViewerJointCollisionVolume::renderCollision() gGL.pushMatrix(); gGL.multMatrix( &mXform.getWorldMatrix().mMatrix[0][0] ); - gGL.color3f( 0.f, 0.f, 1.f ); + gGL.diffuseColor3f( 0.f, 0.f, 1.f ); gGL.begin(LLRender::LINES); -- cgit v1.2.3 From cffcb414f57bcdc7de862d791f8f9c1fea91a7fb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 7 Oct 2011 17:44:57 -0500 Subject: SH-2488 Fix for shiny and alpha not interacting well on rigged attachments (and fix for assertion when rendering model import preview) --- indra/newview/lldrawpoolavatar.cpp | 13 +++++++++++-- indra/newview/llfloatermodelpreview.cpp | 9 +++++++++ 2 files changed, 20 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index d9b0b195f5..a710bdcdbd 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1275,10 +1275,9 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* U32 data_mask = face->getRiggedVertexBufferDataMask(); - S32 num_verts = (vol_face.mNumVertices + 0xF) & ~0xF; if (buffer.isNull() || buffer->getTypeMask() != data_mask || - buffer->getRequestedVerts() != num_verts || + buffer->getRequestedVerts() != vol_face.mNumVertices || buffer->getRequestedIndices() != vol_face.mNumIndices || (drawable && drawable->isState(LLDrawable::REBUILD_ALL))) { @@ -1318,6 +1317,16 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* LLMatrix3 mat_normal(mat3); + //let getGeometryVolume know if alpha should override shiny + if (face->getFaceColor().mV[3] < 1.f) + { + face->setPoolType(LLDrawPool::POOL_ALPHA); + } + else + { + face->setPoolType(LLDrawPool::POOL_AVATAR); + } + face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true); buffer->flush(); diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 2a834ea11f..d9ce72a2c2 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -5409,7 +5409,16 @@ BOOL LLModelPreview::render() if (joint_positions) { + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + if (shader) + { + gDebugProgram.bind(); + } getPreviewAvatar()->renderCollisionVolumes(); + if (shader) + { + shader->bind(); + } } for (LLModelLoader::scene::iterator iter = mScene[mPreviewLOD].begin(); iter != mScene[mPreviewLOD].end(); ++iter) -- cgit v1.2.3 From 3211c6e3089b03d73f2e260be4037304660f834d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 00:26:03 -0500 Subject: SH-2240 WIP on removing lots of string comparisons that were added to deal with exploding amounts of non-built-in GL state --- indra/newview/llviewercontrol.cpp | 1 + indra/newview/llviewerdisplay.cpp | 1 + indra/newview/llviewershadermgr.cpp | 77 +----- indra/newview/llviewershadermgr.h | 45 --- indra/newview/llwlparamset.cpp | 4 + indra/newview/pipeline.cpp | 538 +++++++++++++++++++++++------------- indra/newview/pipeline.h | 74 +++++ 7 files changed, 428 insertions(+), 312 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 5b178f82d8..3692da64fc 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -388,6 +388,7 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue) LLRenderTarget::sUseFBO = newvalue.asBoolean(); if (gPipeline.isInit()) { + LLPipeline::refreshCachedSettings(); gPipeline.updateRenderDeferred(); gPipeline.releaseGLBuffers(); gPipeline.createGLBuffers(); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 7220f2a20f..1832416a4b 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -862,6 +862,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // gGL.popMatrix(); //} + LLPipeline::refreshCachedSettings(); LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; LLPipeline::refreshRenderDeferred(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ac489e0caf..8bc573135c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -195,6 +195,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mMaxAvatarShaderLevel(0) { /// Make sure WL Sky is the first program + //ONLY shaders that need WL Param management should be added here mShaderList.push_back(&gWLSkyProgram); mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gAvatarProgram); @@ -209,16 +210,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); - mShaderList.push_back(&gUIProgram); - mShaderList.push_back(&gCustomAlphaProgram); - mShaderList.push_back(&gGlowCombineProgram); - mShaderList.push_back(&gGlowCombineFXAAProgram); - mShaderList.push_back(&gTwoTextureAddProgram); - mShaderList.push_back(&gOneTextureNoColorProgram); - mShaderList.push_back(&gSolidColorProgram); - mShaderList.push_back(&gOcclusionProgram); - mShaderList.push_back(&gDebugProgram); - mShaderList.push_back(&gAlphaMaskProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -260,23 +251,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); - mShaderList.push_back(&gDeferredBlurLightProgram); mShaderList.push_back(&gDeferredSoftenProgram); - mShaderList.push_back(&gDeferredLightProgram); - mShaderList.push_back(&gDeferredMultiLightProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); - mShaderList.push_back(&gDeferredPostProgram); - mShaderList.push_back(&gFXAAProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); - mShaderList.push_back(&gDeferredStarProgram); - mShaderList.push_back(&gNormalMapGenProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -300,70 +284,13 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { - //MUST match order of enum in LLVertexBuffer.h - mReservedAttribs.push_back("position"); - mReservedAttribs.push_back("normal"); - mReservedAttribs.push_back("texcoord0"); - mReservedAttribs.push_back("texcoord1"); - mReservedAttribs.push_back("texcoord2"); - mReservedAttribs.push_back("texcoord3"); - mReservedAttribs.push_back("diffuse_color"); - mReservedAttribs.push_back("emissive"); - mReservedAttribs.push_back("binormal"); - mReservedAttribs.push_back("weight"); - mReservedAttribs.push_back("weight4"); - mReservedAttribs.push_back("clothing"); - mReservedAttribs.push_back("texture_index"); + LLShaderMgr::initAttribsAndUniforms(); mAvatarUniforms.push_back("matrixPalette"); mAvatarUniforms.push_back("gWindDir"); mAvatarUniforms.push_back("gSinWaveParams"); mAvatarUniforms.push_back("gGravity"); - mReservedUniforms.reserve(24); - mReservedUniforms.push_back("diffuseMap"); - mReservedUniforms.push_back("specularMap"); - mReservedUniforms.push_back("bumpMap"); - mReservedUniforms.push_back("environmentMap"); - mReservedUniforms.push_back("cloude_noise_texture"); - mReservedUniforms.push_back("fullbright"); - mReservedUniforms.push_back("lightnorm"); - mReservedUniforms.push_back("sunlight_color"); - mReservedUniforms.push_back("ambient"); - mReservedUniforms.push_back("blue_horizon"); - mReservedUniforms.push_back("blue_density"); - mReservedUniforms.push_back("haze_horizon"); - mReservedUniforms.push_back("haze_density"); - mReservedUniforms.push_back("cloud_shadow"); - mReservedUniforms.push_back("density_multiplier"); - mReservedUniforms.push_back("distance_multiplier"); - mReservedUniforms.push_back("max_y"); - mReservedUniforms.push_back("glow"); - mReservedUniforms.push_back("cloud_color"); - mReservedUniforms.push_back("cloud_pos_density1"); - mReservedUniforms.push_back("cloud_pos_density2"); - mReservedUniforms.push_back("cloud_scale"); - mReservedUniforms.push_back("gamma"); - mReservedUniforms.push_back("scene_light_strength"); - - mReservedUniforms.push_back("depthMap"); - mReservedUniforms.push_back("shadowMap0"); - mReservedUniforms.push_back("shadowMap1"); - mReservedUniforms.push_back("shadowMap2"); - mReservedUniforms.push_back("shadowMap3"); - mReservedUniforms.push_back("shadowMap4"); - mReservedUniforms.push_back("shadowMap5"); - - mReservedUniforms.push_back("normalMap"); - mReservedUniforms.push_back("positionMap"); - mReservedUniforms.push_back("diffuseRect"); - mReservedUniforms.push_back("specularRect"); - mReservedUniforms.push_back("noiseMap"); - mReservedUniforms.push_back("lightFunc"); - mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("bloomMap"); - mReservedUniforms.push_back("projectionMap"); - mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 5bcdf11be5..01f8c3987c 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -71,51 +71,6 @@ public: SHADER_COUNT }; - typedef enum - { - DIFFUSE_MAP = 0, - SPECULAR_MAP, - BUMP_MAP, - ENVIRONMENT_MAP, - CLOUD_NOISE_MAP, - FULLBRIGHT, - LIGHTNORM, - SUNLIGHT_COLOR, - AMBIENT, - BLUE_HORIZON, - BLUE_DENSITY, - HAZE_HORIZON, - HAZE_DENSITY, - CLOUD_SHADOW, - DENSITY_MULTIPLIER, - DISTANCE_MULTIPLIER, - MAX_Y, - GLOW, - CLOUD_COLOR, - CLOUD_POS_DENSITY1, - CLOUD_POS_DENSITY2, - CLOUD_SCALE, - GAMMA, - SCENE_LIGHT_STRENGTH, - DEFERRED_DEPTH, - DEFERRED_SHADOW0, - DEFERRED_SHADOW1, - DEFERRED_SHADOW2, - DEFERRED_SHADOW3, - DEFERRED_SHADOW4, - DEFERRED_SHADOW5, - DEFERRED_NORMAL, - DEFERRED_POSITION, - DEFERRED_DIFFUSE, - DEFERRED_SPECULAR, - DEFERRED_NOISE, - DEFERRED_LIGHTFUNC, - DEFERRED_LIGHT, - DEFERRED_BLOOM, - DEFERRED_PROJECTION, - END_RESERVED_UNIFORMS - } eGLSLReservedUniforms; - typedef enum { SHINY_ORIGIN = END_RESERVED_UNIFORMS diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 22fba90f65..4a1db3d26c 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -69,12 +69,16 @@ LLWLParamSet::LLWLParamSet(void) : */ } +static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); + void LLWLParamSet::update(LLGLSLShader * shader) const { for(LLSD::map_const_iterator i = mParamValues.beginMap(); i != mParamValues.endMap(); ++i) { + LLFastTimer t(FTM_WL_PARAM_UPDATE); + const std::string& param = i->first; if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" || diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 42873dbca8..e4125c8dc8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -113,6 +113,79 @@ //#define DEBUG_INDICES #endif +//cached settings +BOOL LLPipeline::RenderAvatarVP; +BOOL LLPipeline::VertexShaderEnable; +BOOL LLPipeline::WindLightUseAtmosShaders; +BOOL LLPipeline::RenderDeferred; +F32 LLPipeline::RenderDeferredSunWash; +U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderResolutionDivisor; +BOOL LLPipeline::RenderUIBuffer; +S32 LLPipeline::RenderShadowDetail; +BOOL LLPipeline::RenderDeferredSSAO; +F32 LLPipeline::RenderShadowResolutionScale; +BOOL LLPipeline::RenderLocalLights; +BOOL LLPipeline::RenderDelayCreation; +BOOL LLPipeline::RenderAnimateRes; +BOOL LLPipeline::FreezeTime; +S32 LLPipeline::DebugBeaconLineWidth; +F32 LLPipeline::RenderHighlightBrightness; +LLColor4 LLPipeline::RenderHighlightColor; +F32 LLPipeline::RenderHighlightThickness; +BOOL LLPipeline::RenderSpotLightsInNondeferred; +LLColor4 LLPipeline::PreviewAmbientColor; +LLColor4 LLPipeline::PreviewDiffuse0; +LLColor4 LLPipeline::PreviewSpecular0; +LLColor4 LLPipeline::PreviewDiffuse1; +LLColor4 LLPipeline::PreviewSpecular1; +LLColor4 LLPipeline::PreviewDiffuse2; +LLColor4 LLPipeline::PreviewSpecular2; +LLVector3 LLPipeline::PreviewDirection0; +LLVector3 LLPipeline::PreviewDirection1; +LLVector3 LLPipeline::PreviewDirection2; +F32 LLPipeline::RenderGlowMinLuminance; +F32 LLPipeline::RenderGlowMaxExtractAlpha; +F32 LLPipeline::RenderGlowWarmthAmount; +LLVector3 LLPipeline::RenderGlowLumWeights; +LLVector3 LLPipeline::RenderGlowWarmthWeights; +S32 LLPipeline::RenderGlowResolutionPow; +S32 LLPipeline::RenderGlowIterations; +F32 LLPipeline::RenderGlowWidth; +F32 LLPipeline::RenderGlowStrength; +BOOL LLPipeline::RenderDepthOfField; +F32 LLPipeline::CameraFocusTransitionTime; +F32 LLPipeline::CameraFNumber; +F32 LLPipeline::CameraFocalLength; +F32 LLPipeline::CameraFieldOfView; +F32 LLPipeline::RenderShadowNoise; +F32 LLPipeline::RenderShadowBlurSize; +F32 LLPipeline::RenderSSAOScale; +U32 LLPipeline::RenderSSAOMaxScale; +F32 LLPipeline::RenderSSAOFactor; +LLVector3 LLPipeline::RenderSSAOEffect; +F32 LLPipeline::RenderShadowOffsetError; +F32 LLPipeline::RenderShadowBiasError; +F32 LLPipeline::RenderShadowOffset; +F32 LLPipeline::RenderShadowBias; +F32 LLPipeline::RenderSpotShadowOffset; +F32 LLPipeline::RenderSpotShadowBias; +F32 LLPipeline::RenderEdgeDepthCutoff; +F32 LLPipeline::RenderEdgeNormCutoff; +LLVector3 LLPipeline::RenderShadowGaussian; +F32 LLPipeline::RenderShadowBlurDistFactor; +BOOL LLPipeline::RenderDeferredAtmospheric; +S32 LLPipeline::RenderReflectionDetail; +F32 LLPipeline::RenderHighlightFadeTime; +LLVector3 LLPipeline::RenderShadowClipPlanes; +LLVector3 LLPipeline::RenderShadowOrthoClipPlanes; +LLVector3 LLPipeline::RenderShadowNearDist; +F32 LLPipeline::RenderFarClip; +LLVector3 LLPipeline::RenderShadowSplitExponent; +F32 LLPipeline::RenderShadowErrorCutoff; +F32 LLPipeline::RenderShadowFOVCutoff; +BOOL LLPipeline::CameraOffset; + const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; @@ -371,6 +444,8 @@ void LLPipeline::init() { LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT); + refreshCachedSettings(); + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); @@ -588,7 +663,7 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples); //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again @@ -638,7 +713,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mScreenWidth = resX; mScreenHeight = resY; - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; if (res_mod > 1 && res_mod < resX && res_mod < resY) { @@ -646,7 +721,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) resY /= res_mod; } - if (gSavedSettings.getBOOL("RenderUIBuffer")) + if (RenderUIBuffer) { if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) { @@ -656,8 +731,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); - BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + S32 shadow_detail = RenderShadowDetail; + BOOL ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -683,7 +758,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mDeferredLight.release(); } - F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); + F32 scale = RenderShadowResolutionScale; if (shadow_detail > 0) { //allocate 4 sun shadow maps @@ -749,12 +824,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //static void LLPipeline::updateRenderDeferred() { - BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") && + BOOL deferred = ((RenderDeferred && LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - gSavedSettings.getBOOL("VertexShaderEnable") && - gSavedSettings.getBOOL("RenderAvatarVP") && - gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) && + LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && + VertexShaderEnable && + RenderAvatarVP && + WindLightUseAtmosShaders) ? TRUE : FALSE) && !gUseWireframe; sRenderDeferred = deferred; @@ -770,6 +845,82 @@ void LLPipeline::refreshRenderDeferred() updateRenderDeferred(); } +//static +void LLPipeline::refreshCachedSettings() +{ + VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); + RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); + WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = gSavedSettings.getBOOL("RenderDeferred"); + RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); + RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples"); + RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); + RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); + RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); + RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights"); + RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); + RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); + FreezeTime = gSavedSettings.getBOOL("FreezeTime"); + DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); + RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); + RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); + RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); + RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); + PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); + PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); + PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); + PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); + PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); + PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); + PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); + PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); + PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); + PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); + RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance"); + RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); + RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); + RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); + RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); + RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); + RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); + RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); + RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); + CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); + CameraFNumber = gSavedSettings.getF32("CameraFNumber"); + CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); + CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); + RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); + RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); + RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); + RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); + RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); + RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); + RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); + RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); + RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); + RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); + RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); + RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); + RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); + RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); + RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); + RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); + RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail"); + RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); + RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes"); + RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist"); + RenderFarClip = gSavedSettings.getF32("RenderFarClip"); + RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); + RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); + RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); + CameraOffset = gSavedSettings.getBOOL("CameraOffset"); +} + void LLPipeline::releaseGLBuffers() { assertInitialized(); @@ -1041,7 +1192,7 @@ S32 LLPipeline::setLightingDetail(S32 level) if (level < 0) { - if (gSavedSettings.getBOOL("RenderLocalLights")) + if (RenderLocalLights) { level = 1; } @@ -1362,7 +1513,7 @@ U32 LLPipeline::addObject(LLViewerObject *vobj) { LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT); - if (gSavedSettings.getBOOL("RenderDelayCreation")) + if (RenderDelayCreation) { mCreateQ.push_back(vobj); } @@ -1425,7 +1576,7 @@ void LLPipeline::createObject(LLViewerObject* vobj) markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE); - if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes")) + if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res drawablep->updateXform(TRUE); @@ -1464,7 +1615,7 @@ void LLPipeline::resetFrameStats() //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1494,7 +1645,7 @@ void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1551,7 +1702,7 @@ void LLPipeline::updateMove() LLFastTimer t(FTM_UPDATE_MOVE); LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE); - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -2911,7 +3062,7 @@ void renderScriptedBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2937,7 +3088,7 @@ void renderScriptedTouchBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2962,7 +3113,7 @@ void renderPhysicalBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2998,7 +3149,7 @@ void renderMOAPBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3023,7 +3174,7 @@ void renderParticleBeacons(LLDrawable* drawablep) if (gPipeline.sRenderBeacons) { LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3216,7 +3367,7 @@ void LLPipeline::postSort(LLCamera& camera) if (gPipeline.sRenderBeacons) { //pos += LLVector3(0.f, 0.f, 0.2f); - gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); } } // now deal with highlights for all those seeable sound sources @@ -3281,7 +3432,7 @@ void render_hud_elements() if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() // Draw the tracking overlays @@ -3368,9 +3519,9 @@ void LLPipeline::renderHighlights() gGL.begin(LLRender::TRIANGLES); - F32 scale = gSavedSettings.getF32("RenderHighlightBrightness"); - LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor"); - F32 thickness = gSavedSettings.getF32("RenderHighlightThickness"); + F32 scale = RenderHighlightBrightness; + LLColor4 color = RenderHighlightColor; + F32 thickness = RenderHighlightThickness; for (S32 pass = 0; pass < 2; ++pass) { @@ -3425,7 +3576,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3457,7 +3608,7 @@ void LLPipeline::renderHighlights() color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) @@ -3530,7 +3681,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) gGL.matrixMode(LLRender::MM_MODELVIEW); LLGLSPipeline gls_pipeline; - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2); @@ -3755,7 +3906,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLVertexBuffer::unbind(); @@ -3836,7 +3987,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) LLGLEnable cull(GL_CULL_FACE); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); calcNearbyLights(camera); setupHWLights(NULL); @@ -5051,8 +5202,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setQuadraticAttenuation(0.f); } + if (light->isLightSpotlight() // directional (spot-)light - && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on + && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); @@ -5233,19 +5385,19 @@ void LLPipeline::enableLightsPreview() glEnable(GL_LIGHTING); } - LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); + LLColor4 ambient = PreviewAmbientColor; gGL.setAmbientLightColor(ambient); - LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); - LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0"); - LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); - LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1"); - LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); - LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2"); + LLColor4 diffuse0 = PreviewDiffuse0; + LLColor4 specular0 = PreviewSpecular0; + LLColor4 diffuse1 = PreviewDiffuse1; + LLColor4 specular1 = PreviewSpecular1; + LLColor4 diffuse2 = PreviewDiffuse2; + LLColor4 specular2 = PreviewSpecular2; - LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0"); - LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1"); - LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2"); + LLVector3 dir0 = PreviewDirection0; + LLVector3 dir1 = PreviewDirection1; + LLVector3 dir2 = PreviewDirection2; dir0.normVec(); dir1.normVec(); @@ -6085,7 +6237,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; LLVector2 tc1(0,0); LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, @@ -6124,16 +6276,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } gGlowExtractProgram.bind(); - F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f); - F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); - F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); - LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); - LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); - gGlowExtractProgram.uniform1f("minLuminance", minLum); - gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha); - gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); @@ -6164,22 +6318,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) tc2.setVec(2,2); // power of two between 1 and 1024 - U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + U32 glowResPow = RenderGlowResolutionPow; const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2; - F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res; + S32 kernel = RenderGlowIterations*2; + F32 delta = RenderGlowWidth / glow_res; // Use half the glow width if we have the res set to less than 9 so that it looks // almost the same in either case. if (glowResPow < 9) { delta *= 0.5f; } - F32 strength = gSavedSettings.getF32("RenderGlowStrength"); + F32 strength = RenderGlowStrength; gGlowProgram.bind(); - gGlowProgram.uniform1f("glowStrength", strength); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); for (S32 i = 0; i < kernel; i++) { @@ -6200,11 +6354,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (i%2 == 0) { - gGlowProgram.uniform2f("glowDelta", delta, 0); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); } else { - gGlowProgram.uniform2f("glowDelta", 0, delta); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6245,11 +6399,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && !LLToolMgr::getInstance()->inBuildMode() && - gSavedSettings.getBOOL("RenderDepthOfField"); + RenderDepthOfField; + - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; + bool multisample = RenderFSAASamples > 1; if (multisample) { @@ -6261,7 +6417,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glViewport(0, 0, width, height); gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform2f("screen_res", width, height); + gGlowCombineFXAAProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); @@ -6284,7 +6440,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLSLShader* shader = &gFXAAProgram; shader->bind(); - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { mFXAABuffer.bindTexture(0, channel); @@ -6294,10 +6450,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) F32 scale_x = (F32) width/mFXAABuffer.getWidth(); F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f("tc_scale", scale_x, scale_y); - shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1,-1); @@ -6391,7 +6547,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } else if (transition_time < 1.f) { //currently in a transition, continue interpolating - transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; + transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds; transition_time = llmin(transition_time, 1.f); F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; @@ -6404,12 +6560,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) //convert to mm F32 subject_distance = current_distance*1000.f; - F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + const F32 default_fov = CameraFieldOfView * F_PI/180.f; //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); @@ -6432,13 +6588,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); - shader->uniform1f("focal_distance", -subject_distance/1000.f); - shader->uniform1f("blur_constant", blur_constant); - shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f("magnification", magnification); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6446,7 +6602,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (multisample) { //bloom has already been added, bind black - channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); @@ -6519,7 +6675,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); @@ -6611,28 +6767,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); @@ -6646,21 +6802,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n glh::matrix4f projection = glh_get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); - shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m); - shader.uniform4f("viewport", (F32) gGLViewport[0], + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], (F32) gGLViewport[1], (F32) gGLViewport[2], (F32) gGLViewport[3]); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); @@ -6668,7 +6824,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); if (channel > -1) { if (light_index > 0) @@ -6682,7 +6838,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); @@ -6692,7 +6848,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 0; i < 4; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); stop_glerror(); if (channel > -1) { @@ -6710,7 +6866,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 4; i < 6; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); stop_glerror(); if (channel > -1) { @@ -6739,12 +6895,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n mat[i+80] = mSunShadowMatrix[5].m[i]; } - shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat); - shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -6759,24 +6914,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniform3fv("env_mat[0]", 3, mat); - shader.uniform3fv("env_mat", 3, mat); + shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat); } } - shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV); - shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash")); - shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise")); - shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize")); + shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); + shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); + shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); - shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale")); - shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale")); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); - F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor"); - shader.uniform1f("ssao_factor", ssao_factor); - shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor); + F32 ssao_factor = RenderSSAOFactor; + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); - LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect"); + LLVector3 ssao_effect = RenderSSAOEffect; F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by @@ -6784,23 +6938,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag}; - shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat); - - F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - - shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error); - shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error); - shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); - shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); - - shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); - shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight()); - shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight()); - shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff")); - shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff")); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + + F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); + shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset*shadow_offset_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias*shadow_bias_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); + + shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); if (shader.getUniformLocation("norm_mat") >= 0) @@ -6839,7 +6993,7 @@ void LLPipeline::renderDeferredLighting() 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { @@ -6886,7 +7040,7 @@ void LLPipeline::renderDeferredLighting() gGL.pushMatrix(); gGL.loadIdentity(); - if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) + if (RenderDeferredSSAO || RenderShadowDetail > 0) { mDeferredLight.bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) @@ -6932,7 +7086,7 @@ void LLPipeline::renderDeferredLighting() mDeferredLight.flush(); } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + if (RenderDeferredSSAO) { //soften direct lighting lightmap LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap @@ -6943,10 +7097,10 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); + LLVector3 go = RenderShadowGaussian; const U32 kern_length = 4; - F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); - F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; // sample symmetrically with the middle sample falling exactly on 0.0 F32 x = 0.f; @@ -7011,7 +7165,7 @@ void LLPipeline::renderDeferredLighting() glClearColor(0,0,0,0); mScreen.clear(GL_COLOR_BUFFER_BIT); - if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) + if (RenderDeferredAtmospheric) { //apply sunlight contribution LLFastTimer ftm(FTM_ATMOSPHERICS); bindDeferredShader(gDeferredSoftenProgram); @@ -7056,7 +7210,7 @@ void LLPipeline::renderDeferredLighting() gPipeline.popRenderTypeMask(); } - BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); + BOOL render_local = RenderLocalLights; if (render_local) { @@ -7162,10 +7316,10 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gDeferredLightProgram.uniform3fv("center", 1, tc.v); - gDeferredLightProgram.uniform1f("size", s*s); - gDeferredLightProgram.uniform3fv("color", 1, col.mV); - gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7197,7 +7351,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) { @@ -7236,16 +7390,16 @@ void LLPipeline::renderDeferredLighting() v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 - gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredSpotLightProgram.uniform1f("size", s*s); - gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center)); } - gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredSpotLightProgram); } @@ -7292,12 +7446,12 @@ void LLPipeline::renderDeferredLighting() count++; if (count == max_count || fullscreen_lights.empty()) { - gDeferredMultiLightProgram.uniform1i("light_count", count); - gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); - gDeferredMultiLightProgram.uniform1f("far_z", far_z); + gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); + gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; - count = 0; + count = 0; mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } @@ -7306,7 +7460,7 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredMultiSpotLightProgram); - gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7331,14 +7485,14 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); col *= volume->getLightIntensity(); - gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f("size", s*s); - gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); gGL.popMatrix(); @@ -7463,13 +7617,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 proj_range = far_clip - near_clip; glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m); - shader.uniform1f("proj_near", near_clip); - shader.uniform3fv("proj_p", 1, p1.v); - shader.uniform3fv("proj_n", 1, n.v); - shader.uniform3fv("proj_origin", 1, screen_origin.v); - shader.uniform1f("proj_range", proj_range); - shader.uniform1f("proj_ambiance", params.mV[2]); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); + shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; for (U32 i = 0; i < 2; i++) @@ -7480,15 +7634,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } - shader.uniform1i("proj_shadow_idx", s_idx); + shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); if (s_idx >= 0) { - shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); } else { - shader.uniform1f("shadow_fade", 1.f); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); } { @@ -7522,7 +7676,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) img = LLViewerFetchedTexture::sWhiteImagep; } - S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); if (channel > -1) { @@ -7532,9 +7686,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); + shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); } } @@ -7543,17 +7697,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); + shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); for (U32 i = 0; i < 4; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) { glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } @@ -7561,16 +7715,16 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) for (U32 i = 4; i < 6; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } } - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); - S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -7718,7 +7872,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); - S32 detail = gSavedSettings.getS32("RenderReflectionDetail"); + S32 detail = RenderReflectionDetail; if (detail > 0) { //mask out selected geometry based on reflection detail if (detail < 4) @@ -7742,7 +7896,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLDrawPoolWater::sNeedsDistortionUpdate) { - if (gSavedSettings.getS32("RenderReflectionDetail") > 0) + if (RenderReflectionDetail > 0) { gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); @@ -8233,7 +8387,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) if (!mHighlightSet.empty()) { - F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime"); + F32 transition = gFrameIntervalSeconds/RenderHighlightFadeTime; LLGLDisable test(GL_ALPHA_TEST); LLGLDepthTest depth(GL_FALSE); @@ -8279,7 +8433,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0) + if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } @@ -8337,25 +8491,25 @@ void LLPipeline::generateSunShadow(LLCamera& camera) glh::matrix4f proj[6]; //clip contains parallel split distances for 3 splits - LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes"); + LLVector3 clip = RenderShadowClipPlanes; //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold"); //far clip on last split is minimum of camera view distance and 128 mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]); - clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + clip = RenderShadowOrthoClipPlanes; mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]); //currently used for amount to extrude frusta corners for constructing shadow frusta - LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist"); + LLVector3 n = RenderShadowNearDist; //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; //put together a universal "near clip" plane for shadow frusta LLPlane shadow_near_clip; { LLVector3 p = gAgent.getPositionAgent(); - p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f; + p += mSunDir * RenderFarClip*2.f; shadow_near_clip.setVec(p, mSunDir); } @@ -8442,7 +8596,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 range = far_clip-near_clip; - LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent"); + LLVector3 split_exp = RenderShadowSplitExponent; F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); @@ -8653,7 +8807,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowError.mV[j] /= wpf.size(); mShadowError.mV[j] /= size.mV[0]; - if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff")) + if (mShadowError.mV[j] > RenderShadowErrorCutoff) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); @@ -8696,7 +8850,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) fovx = acos(fovx); fovz = acos(fovz); - F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f); + F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); mShadowFOV.mV[j] = fovx; @@ -8840,7 +8994,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //hack to disable projector shadows - bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1; + bool gen_shadow = RenderShadowDetail > 1; if (gen_shadow) { @@ -8979,7 +9133,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } - if (!gSavedSettings.getBOOL("CameraOffset")) + if (!CameraOffset) { glh_set_current_modelview(saved_view); glh_set_current_projection(saved_proj); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 86579261ca..584e6e4c23 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -360,6 +360,7 @@ public: static void updateRenderDeferred(); static void refreshRenderDeferred(); + static void refreshCachedSettings(); static void throttleNewMemoryAllocation(BOOL disable); @@ -771,6 +772,79 @@ public: //debug use static U32 sCurRenderPoolType ; + + //cached settings + static BOOL WindLightUseAtmosShaders; + static BOOL VertexShaderEnable; + static BOOL RenderAvatarVP; + static BOOL RenderDeferred; + static F32 RenderDeferredSunWash; + static U32 RenderFSAASamples; + static U32 RenderResolutionDivisor; + static BOOL RenderUIBuffer; + static S32 RenderShadowDetail; + static BOOL RenderDeferredSSAO; + static F32 RenderShadowResolutionScale; + static BOOL RenderLocalLights; + static BOOL RenderDelayCreation; + static BOOL RenderAnimateRes; + static BOOL FreezeTime; + static S32 DebugBeaconLineWidth; + static F32 RenderHighlightBrightness; + static LLColor4 RenderHighlightColor; + static F32 RenderHighlightThickness; + static BOOL RenderSpotLightsInNondeferred; + static LLColor4 PreviewAmbientColor; + static LLColor4 PreviewDiffuse0; + static LLColor4 PreviewSpecular0; + static LLColor4 PreviewDiffuse1; + static LLColor4 PreviewSpecular1; + static LLColor4 PreviewDiffuse2; + static LLColor4 PreviewSpecular2; + static LLVector3 PreviewDirection0; + static LLVector3 PreviewDirection1; + static LLVector3 PreviewDirection2; + static F32 RenderGlowMinLuminance; + static F32 RenderGlowMaxExtractAlpha; + static F32 RenderGlowWarmthAmount; + static LLVector3 RenderGlowLumWeights; + static LLVector3 RenderGlowWarmthWeights; + static S32 RenderGlowResolutionPow; + static S32 RenderGlowIterations; + static F32 RenderGlowWidth; + static F32 RenderGlowStrength; + static BOOL RenderDepthOfField; + static F32 CameraFocusTransitionTime; + static F32 CameraFNumber; + static F32 CameraFocalLength; + static F32 CameraFieldOfView; + static F32 RenderShadowNoise; + static F32 RenderShadowBlurSize; + static F32 RenderSSAOScale; + static U32 RenderSSAOMaxScale; + static F32 RenderSSAOFactor; + static LLVector3 RenderSSAOEffect; + static F32 RenderShadowOffsetError; + static F32 RenderShadowBiasError; + static F32 RenderShadowOffset; + static F32 RenderShadowBias; + static F32 RenderSpotShadowOffset; + static F32 RenderSpotShadowBias; + static F32 RenderEdgeDepthCutoff; + static F32 RenderEdgeNormCutoff; + static LLVector3 RenderShadowGaussian; + static F32 RenderShadowBlurDistFactor; + static BOOL RenderDeferredAtmospheric; + static S32 RenderReflectionDetail; + static F32 RenderHighlightFadeTime; + static LLVector3 RenderShadowClipPlanes; + static LLVector3 RenderShadowOrthoClipPlanes; + static LLVector3 RenderShadowNearDist; + static F32 RenderFarClip; + static LLVector3 RenderShadowSplitExponent; + static F32 RenderShadowErrorCutoff; + static F32 RenderShadowFOVCutoff; + static BOOL CameraOffset; }; void render_bbox(const LLVector3 &min, const LLVector3 &max); -- cgit v1.2.3 From 2322c57b4dd2b4338eec2ca9db2425eff4bfd6d5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 14:55:33 -0500 Subject: SH-2545 Fix for transparent water option doing nothing when shaders are enabled. --- .../shaders/class1/objects/simpleTexGenV.glsl | 77 ++++++++++++++++++++++ indra/newview/lldrawpoolwater.cpp | 46 +++++++++---- indra/newview/llviewershadermgr.cpp | 43 +++++++++++- indra/newview/llviewershadermgr.h | 2 + indra/newview/llwlparamset.cpp | 4 +- 5 files changed, 159 insertions(+), 13 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl new file mode 100644 index 0000000000..d4dee78793 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl @@ -0,0 +1,77 @@ +/** + * @file simpleV.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 mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; + +uniform vec4 color; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) +{ + vec4 tcoord; + + tcoord.x = dot(vpos, tp0); + tcoord.y = dot(vpos, tp1); + tcoord.z = tc.z; + tcoord.w = tc.w; + + tcoord = mat * tcoord; + + return tcoord; +} + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; + + vec3 norm = normalize(normal_matrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.)); + vertex_color = color; + + +} diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index f6fe96877d..4f6eaa5a5b 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -169,7 +169,7 @@ void LLDrawPoolWater::render(S32 pass) std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); // See if we are rendering water as opaque or not - if (!gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction) + if (!gSavedSettings.getBOOL("RenderTransparentWater")) { // render water for low end hardware renderOpaqueLegacyWater(); @@ -334,9 +334,19 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; + LLGLSLShader* shader = NULL; if (LLGLSLShader::sNoFixedFunction) { - gObjectSimpleProgram.bind(); + if (LLPipeline::sUnderWaterRender) + { + shader = &gObjectSimpleNonIndexedTexGenWaterProgram; + } + else + { + shader = &gObjectSimpleNonIndexedTexGenProgram; + } + + shader->bind(); } stop_glerror(); @@ -361,10 +371,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); // Automatically generate texture coords for water texture - glEnable(GL_TEXTURE_GEN_S); //texture unit 0 - glEnable(GL_TEXTURE_GEN_T); //texture unit 0 - glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + if (!shader) + { + glEnable(GL_TEXTURE_GEN_S); //texture unit 0 + glEnable(GL_TEXTURE_GEN_T); //texture unit 0 + glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + } // Use the fact that we know all water faces are the same size // to save some computation @@ -387,8 +400,16 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); + if (!shader) + { + glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); + glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); + } + else + { + shader->uniform4fv("object_plane_s", 1, tp0); + shader->uniform4fv("object_plane_t", 1, tp1); + } gGL.diffuseColor3f(1.f, 1.f, 1.f); @@ -406,9 +427,12 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() stop_glerror(); - // Reset the settings back to expected values - glDisable(GL_TEXTURE_GEN_S); //texture unit 0 - glDisable(GL_TEXTURE_GEN_T); //texture unit 0 + if (!shader) + { + // Reset the settings back to expected values + glDisable(GL_TEXTURE_GEN_S); //texture unit 0 + glDisable(GL_TEXTURE_GEN_T); //texture unit 0 + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8bc573135c..80727764c1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -96,6 +96,8 @@ LLGLSLShader gObjectFullbrightNoColorProgram; LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedProgram; +LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; +LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; LLGLSLShader gObjectSimpleNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; @@ -217,6 +219,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); @@ -625,6 +629,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectShinyWaterProgram.unload(); gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedTexGenProgram.unload(); + gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); @@ -1505,7 +1511,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedWaterProgram.unload(); gObjectShinyNonIndexedWaterProgram.unload(); - gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedTexGenProgram.unload(); + gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); @@ -1547,6 +1554,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); } + if (success) + { + gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader"; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL); + } + + if (success) { gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; @@ -1564,6 +1588,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader"; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 01f8c3987c..26cef8cb3e 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -229,6 +229,8 @@ extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; extern LLGLSLShader gObjectSimpleNonIndexedProgram; +extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; +extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 4a1db3d26c..5bb7025031 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -73,11 +73,13 @@ static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); void LLWLParamSet::update(LLGLSLShader * shader) const { + LLFastTimer t(FTM_WL_PARAM_UPDATE); + for(LLSD::map_const_iterator i = mParamValues.beginMap(); i != mParamValues.endMap(); ++i) { - LLFastTimer t(FTM_WL_PARAM_UPDATE); + const std::string& param = i->first; -- cgit v1.2.3 From 9a0bb3d871d476d43edc6c7a29f6bedff1c45247 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 15:11:52 -0500 Subject: SH-2510 Never use shaders if gl version < 2.0 --- indra/newview/llviewershadermgr.cpp | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 80727764c1..31ed210ae3 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -357,6 +357,7 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + reentrance = true; if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) { //ALWAYS use shaders where available @@ -364,19 +365,15 @@ void LLViewerShaderMgr::setShaders() { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); } - - if (!gSavedSettings.getBOOL("RenderTransparentWater")) - { //non-transparent water uses fixed function - gSavedSettings.setBOOL("RenderTransparentWater", TRUE); - } } - - + else if (gGLManager.mGLVersion < 2.f) + { //NEVER use shaders on a pre 2.0 context + gSavedSettings.setBOOL("VertexShaderEnable", FALSE); + } + //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); - - reentrance = true; - + // Make sure the compiled shader map is cleared before we recompile shaders. mShaderObjects.clear(); -- cgit v1.2.3 From 6c157557dc50806670dcf7fb5aa14bc5f9678282 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 12 Oct 2011 10:51:10 -0500 Subject: SH-2510 Potential fix for crash on startup on systems that don't have GL_ARB_shader_objects --- indra/newview/featuretable.txt | 1 + indra/newview/featuretable_xp.txt | 1 + 2 files changed, 2 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index 9379d336d0..22d76cb082 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -65,6 +65,7 @@ RenderShadowDetail 1 2 WatchdogDisabled 1 1 RenderUseStreamVBO 1 1 RenderFSAASamples 1 16 +RenderMaxTextureIndex 1 32 // // Low Graphics Settings diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index fffd30c0d8..a8e13ce65c 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -65,6 +65,7 @@ RenderShadowDetail 1 0 WatchdogDisabled 1 1 RenderUseStreamVBO 1 1 RenderFSAASamples 1 16 +RenderMaxTextureIndex 1 32 // // Low Graphics Settings -- cgit v1.2.3 From 7b6723d1e0158d5dc326266a0332e87f634f9755 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Oct 2011 01:19:45 -0500 Subject: SH-1650 Mitigate memory fragmentation by holding onto and reusing VBOs --- indra/newview/lldrawpoolavatar.cpp | 6 +++--- indra/newview/lldrawpooltree.cpp | 4 ++-- indra/newview/llface.cpp | 13 +++++++++---- indra/newview/llfloatermodelpreview.cpp | 2 +- indra/newview/llspatialpartition.cpp | 10 +++++----- indra/newview/llviewerdisplay.cpp | 4 ---- indra/newview/llviewerwindow.cpp | 2 +- indra/newview/llvoavatar.cpp | 4 ++-- indra/newview/llvowlsky.cpp | 4 ++-- indra/newview/pipeline.cpp | 26 +++++--------------------- 10 files changed, 30 insertions(+), 45 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index a710bdcdbd..7290a48a1a 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1277,8 +1277,8 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* if (buffer.isNull() || buffer->getTypeMask() != data_mask || - buffer->getRequestedVerts() != vol_face.mNumVertices || - buffer->getRequestedIndices() != vol_face.mNumIndices || + buffer->getNumVerts() != vol_face.mNumVertices || + buffer->getNumIndices() != vol_face.mNumIndices || (drawable && drawable->isState(LLDrawable::REBUILD_ALL))) { face->setGeomIndex(0); @@ -1366,7 +1366,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* LLMatrix4a bind_shape_matrix; bind_shape_matrix.loadu(skin->mBindShapeMatrix); - for (U32 j = 0; j < buffer->getRequestedVerts(); ++j) + for (U32 j = 0; j < buffer->getNumVerts(); ++j) { LLMatrix4a final_mat; final_mat.clear(); diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 3fe5b4d929..cdf6e1ab52 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -113,8 +113,8 @@ void LLDrawPoolTree::render(S32 pass) if(buff) { buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK); - buff->drawRange(LLRender::TRIANGLES, 0, buff->getRequestedVerts()-1, buff->getRequestedIndices(), 0); - gPipeline.addTrianglesDrawn(buff->getRequestedIndices()); + buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0); + gPipeline.addTrianglesDrawn(buff->getNumIndices()); } } } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 36b88ebbd4..eab3dcfadd 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -362,8 +362,8 @@ void LLFace::setSize(S32 num_vertices, S32 num_indices, bool align) { if (align) { - //allocate vertices in blocks of 16 for alignment - num_vertices = (num_vertices + 0xF) & ~0xF; + //allocate vertices in blocks of 4 for alignment + num_vertices = (num_vertices + 0x3) & ~0x3; } if (mGeomCount != num_vertices || @@ -1073,6 +1073,11 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, S32 num_vertices = (S32)vf.mNumVertices; S32 num_indices = (S32) vf.mNumIndices; + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE)) + { + updateRebuildFlags(); + } + bool map_range = gGLManager.mHasMapBufferRange || gGLManager.mHasFlushBufferRange; if (mVertexBuffer.notNull()) @@ -2055,7 +2060,7 @@ BOOL LLFace::verify(const U32* indices_array) const } // First, check whether the face data fits within the pool's range. - if ((mGeomIndex + mGeomCount) > mVertexBuffer->getRequestedVerts()) + if ((mGeomIndex + mGeomCount) > mVertexBuffer->getNumVerts()) { ok = FALSE; llinfos << "Face references invalid vertices!" << llendl; @@ -2074,7 +2079,7 @@ BOOL LLFace::verify(const U32* indices_array) const llinfos << "Face has bogus indices count" << llendl; } - if (mIndicesIndex + mIndicesCount > mVertexBuffer->getRequestedIndices()) + if (mIndicesIndex + mIndicesCount > mVertexBuffer->getNumIndices()) { ok = FALSE; llinfos << "Face references invalid indices!" << llendl; diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index d9ce72a2c2..8f6013f2d9 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -5457,7 +5457,7 @@ BOOL LLModelPreview::render() } } - for (U32 j = 0; j < buffer->getRequestedVerts(); ++j) + for (U32 j = 0; j < buffer->getNumVerts(); ++j) { LLMatrix4 final_mat; final_mat.mMatrix[0][0] = final_mat.mMatrix[1][1] = final_mat.mMatrix[2][2] = final_mat.mMatrix[3][3] = 0.f; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index ffb0ce4056..2530f1f0d4 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2454,7 +2454,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask) if (buffer) { buffer->setBuffer(mask); - buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getRequestedVerts()-1, buffer->getRequestedIndices(), 0); + buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); } } @@ -2526,7 +2526,7 @@ void renderOctree(LLSpatialGroup* group) //coded by buffer usage and activity gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); LLVector4 col; - /*if (group->mBuilt > 0.f) + if (group->mBuilt > 0.f) { group->mBuilt -= 2.f * gFrameIntervalSeconds; if (group->mBufferUsage == GL_STATIC_DRAW_ARB) @@ -2595,7 +2595,7 @@ void renderOctree(LLSpatialGroup* group) gGL.diffuseColor4f(1,1,1,1); } } - else*/ + else { if (group->mBufferUsage == GL_STATIC_DRAW_ARB && !group->getData().empty() && group->mSpatialPartition->mRenderByGroup) @@ -3442,11 +3442,11 @@ void renderPhysicsShapes(LLSpatialGroup* group) buff->setBuffer(LLVertexBuffer::MAP_VERTEX); gGL.diffuseColor3f(0.2f, 0.5f, 0.3f); - buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0); + buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0); gGL.diffuseColor3f(0.2f, 1.f, 0.3f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0); + buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0); } } } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 1832416a4b..e0359cc61d 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -661,10 +661,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) { LLMemType mt_ds(LLMemType::MTYPE_DISPLAY_SWAP); - { - LLFastTimer ftm(FTM_CLIENT_COPY); - LLVertexBuffer::clientCopy(0.016); - } if (gResizeScreenTexture) { diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 2aac43d99e..f3e9bc711a 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -532,7 +532,7 @@ public: } - addText(xpos, ypos, llformat("%d MB Vertex Data", LLVertexBuffer::sAllocatedBytes/(1024*1024))); + addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024))); ypos += y_inc; addText(xpos, ypos, llformat("%d Vertex Buffers", LLVertexBuffer::sGLCount)); diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 5687ba5064..6506938766 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2117,8 +2117,8 @@ void LLVOAvatar::updateMeshData() } else { - if (buff->getRequestedIndices() == num_indices && - buff->getRequestedVerts() == num_vertices) + if (buff->getNumIndices() == num_indices && + buff->getNumVerts() == num_vertices) { terse_update = true; } diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 14fd0a1eb1..f1c5499d84 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -516,9 +516,9 @@ void LLVOWLSky::drawDome(void) strips_segment->drawRange( LLRender::TRIANGLE_STRIP, - 0, strips_segment->getRequestedVerts()-1, strips_segment->getRequestedIndices(), + 0, strips_segment->getNumVerts()-1, strips_segment->getNumIndices(), 0); - gPipeline.addTrianglesDrawn(strips_segment->getRequestedIndices(), LLRender::TRIANGLE_STRIP); + gPipeline.addTrianglesDrawn(strips_segment->getNumIndices(), LLRender::TRIANGLE_STRIP); } #else diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e4125c8dc8..5035e0197d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -264,15 +264,7 @@ std::string gPoolNames[] = void drawBox(const LLVector3& c, const LLVector3& r); void drawBoxOutline(const LLVector3& pos, const LLVector3& size); - -U32 nhpo2(U32 v) -{ - U32 r = 1; - while (r < v) { - r *= 2; - } - return r; -} +U32 nhpo2(U32 v); glh::matrix4f glh_copy_matrix(F32* src) { @@ -2902,11 +2894,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) } } } - { - LLFastTimer ftm(FTM_CLIENT_COPY); - LLVertexBuffer::clientCopy(); - } - + postSort(camera); } @@ -6122,13 +6110,7 @@ void LLPipeline::resetVertexBuffers() llwarns << "VBO wipe failed." << llendl; } - if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() || - !LLVertexBuffer::sStreamVBOPool.mNameList.empty() || - !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() || - !LLVertexBuffer::sDynamicVBOPool.mNameList.empty()) - { - llwarns << "VBO name pool cleanup failed." << llendl; - } + llassert(LLVertexBuffer::sGLCount == 0); LLVertexBuffer::unbind(); @@ -6142,6 +6124,8 @@ void LLPipeline::resetVertexBuffers() sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight"); sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha"); LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind"); + + LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping); } void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture) -- cgit v1.2.3 From 06367e6f453b50e768cca377c9829796ac00b771 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 14 Oct 2011 17:43:31 -0500 Subject: SH-2276 Clean up a shader warning. --- .../app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index dcd405716c..7059ff31ae 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -36,10 +36,8 @@ uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { - vec4 col; - col.a = color.a; - - + vec4 col = vec4(0,0,0, color.a); + vec3 view = normalize(pos); /// collect all the specular values from each calcXXXLightSpecular() function -- cgit v1.2.3 From 9f45495fc31e3f76036d164a43ce167d7cdc9feb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 14 Oct 2011 17:56:17 -0500 Subject: Fix for crash when toggling shaders. --- indra/newview/llviewerdisplay.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index e0359cc61d..3889c895aa 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -628,6 +628,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLPipeline::sUseOcclusion = 3; }*/ + LLPipeline::refreshCachedSettings(); + LLPipeline::refreshRenderDeferred(); + LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); @@ -858,9 +861,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // gGL.popMatrix(); //} - LLPipeline::refreshCachedSettings(); LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; - LLPipeline::refreshRenderDeferred(); LLGLState::checkStates(); LLGLState::checkClientArrays(); -- cgit v1.2.3 From b32e6e094d1a6d2843b938448eee22ad1671052c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 16 Oct 2011 00:58:16 -0500 Subject: SH-2276 Fix for TDR's on GTX 460 et al -- don't use texture units above 16 (workaround for prevalent driver bug) --- indra/newview/app_settings/settings.xml | 2 +- indra/newview/featuretable.txt | 3 ++- indra/newview/featuretable_linux.txt | 1 + indra/newview/featuretable_mac.txt | 1 + indra/newview/featuretable_xp.txt | 2 +- 5 files changed, 6 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index e7ff584b38..6567ad5e04 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7796,7 +7796,7 @@ Type U32 Value - 32 + 16 RenderDebugTextureBind diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index 22d76cb082..51065aacba 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -65,7 +65,8 @@ RenderShadowDetail 1 2 WatchdogDisabled 1 1 RenderUseStreamVBO 1 1 RenderFSAASamples 1 16 -RenderMaxTextureIndex 1 32 +RenderMaxTextureIndex 1 16 + // // Low Graphics Settings diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt index 18efcf5665..2c29c3003e 100644 --- a/indra/newview/featuretable_linux.txt +++ b/indra/newview/featuretable_linux.txt @@ -63,6 +63,7 @@ RenderDeferred 1 1 RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 RenderFSAASamples 1 16 +RenderMaxTextureIndex 1 16 // // Low Graphics Settings diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index c37e4e93ee..e2c35adaf1 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -65,6 +65,7 @@ RenderShadowDetail 1 2 WatchdogDisabled 1 1 RenderUseStreamVBO 1 0 RenderFSAASamples 1 16 +RenderMaxTextureIndex 1 16 // // Low Graphics Settings diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index a8e13ce65c..4b6f86665e 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -65,7 +65,7 @@ RenderShadowDetail 1 0 WatchdogDisabled 1 1 RenderUseStreamVBO 1 1 RenderFSAASamples 1 16 -RenderMaxTextureIndex 1 32 +RenderMaxTextureIndex 1 16 // // Low Graphics Settings -- cgit v1.2.3 From a9aca58eaf847bb38f93a268da3aa024b60b38ba Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 18 Oct 2011 16:14:56 -0500 Subject: SH-2508 Fix for edit/rotate ring not showing up on Radeon X1950 pro --- indra/newview/llcylinder.cpp | 10 +++++----- indra/newview/llmaniprotate.cpp | 3 +-- 2 files changed, 6 insertions(+), 7 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp index 2adc071d7a..f353851a25 100644 --- a/indra/newview/llcylinder.cpp +++ b/indra/newview/llcylinder.cpp @@ -53,22 +53,22 @@ void LLCone::render(S32 sides) F32 a = (F32) i/sides * F_PI*2.f; F32 x = cosf(a)*0.5f; F32 y = sinf(a)*0.5f; - gGL.vertex3f(x,y,0.f); + gGL.vertex3f(x,y,-.5f); } - gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f); gGL.end(); gGL.begin(LLRender::TRIANGLE_FAN); - gGL.vertex3f(0.f, 0.f, 1.f); + gGL.vertex3f(0.f, 0.f, 0.5f); for (U32 i = 0; i < sides; i++) { F32 a = (F32) i/sides * F_PI*2.f; F32 x = cosf(a)*0.5f; F32 y = sinf(a)*0.5f; - gGL.vertex3f(x,y,0.f); + gGL.vertex3f(x,y,-0.5f); } - gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f); gGL.end(); } diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp index 19798ef752..04dd2be583 100644 --- a/indra/newview/llmaniprotate.cpp +++ b/indra/newview/llmaniprotate.cpp @@ -199,8 +199,7 @@ void LLManipRotate::render() gl_circle_2d( 0, 0, mRadiusMeters, CIRCLE_STEPS, TRUE ); } - GLdouble plane_eqn[] = { 0, 0, 1, 0 }; - glClipPlane( GL_CLIP_PLANE0, plane_eqn ); + gGL.flush(); } gGL.popMatrix(); } -- cgit v1.2.3 From c7b13d16190fcf1aacf7f1a54d97670cc4be75b6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 18 Oct 2011 16:28:00 -0500 Subject: SH-2480 Anything GeForce 8 or later and anything Radeon HD or later should be at least class 2 in order to get all 6 local lights available with shaders on. --- indra/newview/gpu_table.txt | 96 ++++++++++++++++++++++----------------------- 1 file changed, 48 insertions(+), 48 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt index b7d951e018..5b4f52c7e6 100644 --- a/indra/newview/gpu_table.txt +++ b/indra/newview/gpu_table.txt @@ -106,18 +106,18 @@ ATI Mobility Radeon 8xxx .*ATI.*Mobility.*Radeon 8.* 0 1 ATI Mobility Radeon 9800 .*ATI.*Mobility.*98.* 1 1 ATI Mobility Radeon 9700 .*ATI.*Mobility.*97.* 1 1 ATI Mobility Radeon 9600 .*ATI.*Mobility.*96.* 0 1 -ATI Mobility Radeon HD 530v .*ATI.*Mobility.*HD *530v.* 1 1 +ATI Mobility Radeon HD 530v .*ATI.*Mobility.*HD *530v.* 2 1 ATI Mobility Radeon HD 540v .*ATI.*Mobility.*HD *540v.* 2 1 ATI Mobility Radeon HD 545v .*ATI.*Mobility.*HD *545v.* 2 1 ATI Mobility Radeon HD 550v .*ATI.*Mobility.*HD *550v.* 2 1 ATI Mobility Radeon HD 560v .*ATI.*Mobility.*HD *560v.* 2 1 ATI Mobility Radeon HD 565v .*ATI.*Mobility.*HD *565v.* 2 1 -ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 1 1 -ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 1 1 +ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 2 1 +ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 2 1 ATI Mobility Radeon HD 2600 .*ATI.*Mobility.*HD *26.* 3 1 ATI Mobility Radeon HD 2700 .*ATI.*Mobility.*HD *27.* 3 1 -ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 0 1 -ATI Mobility Radeon HD 3200 .*ATI.*Mobility.*HD *32.* 0 1 +ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 2 1 +ATI Mobility Radeon HD 3200 .*ATI.*Mobility.*HD *32.* 2 1 ATI Mobility Radeon HD 3400 .*ATI.*Mobility.*HD *34.* 2 1 ATI Mobility Radeon HD 3600 .*ATI.*Mobility.*HD *36.* 3 1 ATI Mobility Radeon HD 3800 .*ATI.*Mobility.*HD *38.* 3 1 @@ -140,23 +140,23 @@ ATI Mobility Radeon HD 6600M .*ATI.*Mobility.*HD *66.* 3 1 ATI Mobility Radeon HD 6700M .*ATI.*Mobility.*HD *67.* 3 1 ATI Mobility Radeon HD 6800M .*ATI.*Mobility.*HD *68.* 3 1 ATI Mobility Radeon HD 6900M .*ATI.*Mobility.*HD *69.* 3 1 -ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 0 1 -ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 1 1 +ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 2 1 +ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 2 1 ATI Radeon HD 2600 .*ATI.*Radeon HD *26.. 2 1 ATI Radeon HD 2900 .*ATI.*Radeon HD *29.. 3 1 -ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 0 1 -ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 1 1 -ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 1 1 -ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 1 1 -ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 1 1 -ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 1 1 +ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 2 1 +ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 2 1 +ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 2 1 +ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 2 1 +ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 2 1 +ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 2 1 ATI Radeon HD 3600 .*ATI.*Radeon HD *36.. 3 1 ATI Radeon HD 3700 .*ATI.*Radeon HD *37.. 3 1 ATI Radeon HD 3800 .*ATI.*Radeon HD *38.. 3 1 -ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 1 1 -ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 1 1 -ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 1 1 -ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 1 1 +ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 2 1 +ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 2 1 +ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 2 1 +ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 2 1 ATI Radeon HD 4500 .*ATI.*Radeon HD *45.. 3 1 ATI Radeon HD 4600 .*ATI.*Radeon HD *46.. 3 1 ATI Radeon HD 4700 .*ATI.*Radeon HD *47.. 3 1 @@ -290,27 +290,27 @@ Matrox .*Matrox.* 0 0 Mesa .*Mesa.* 0 0 NVIDIA 205 .*NVIDIA .*GeForce 205.* 2 1 NVIDIA 210 .*NVIDIA .*GeForce 210.* 2 1 -NVIDIA 310M .*NVIDIA .*GeForce 310M.* 1 1 +NVIDIA 310M .*NVIDIA .*GeForce 310M.* 2 1 NVIDIA 310 .*NVIDIA .*GeForce 310.* 3 1 NVIDIA 315M .*NVIDIA .*GeForce 315M.* 2 1 NVIDIA 315 .*NVIDIA .*GeForce 315.* 3 1 NVIDIA 320M .*NVIDIA .*GeForce 320M.* 2 1 -NVIDIA G100M .*NVIDIA .*100M.* 0 1 -NVIDIA G100 .*NVIDIA .*100.* 0 1 -NVIDIA G102M .*NVIDIA .*102M.* 0 1 -NVIDIA G103M .*NVIDIA .*103M.* 0 1 -NVIDIA G105M .*NVIDIA .*105M.* 0 1 -NVIDIA G 110M .*NVIDIA .*110M.* 0 1 -NVIDIA G 120M .*NVIDIA .*120M.* 1 1 -NVIDIA G 200 .*NVIDIA .*200(M)?.* 0 1 -NVIDIA G 205M .*NVIDIA .*205(M)?.* 0 1 -NVIDIA G 210 .*NVIDIA .*210(M)?.* 1 1 -NVIDIA 305M .*NVIDIA .*305(M)?.* 1 1 +NVIDIA G100M .*NVIDIA .*100M.* 2 1 +NVIDIA G100 .*NVIDIA .*100.* 2 1 +NVIDIA G102M .*NVIDIA .*102M.* 2 1 +NVIDIA G103M .*NVIDIA .*103M.* 2 1 +NVIDIA G105M .*NVIDIA .*105M.* 2 1 +NVIDIA G 110M .*NVIDIA .*110M.* 2 1 +NVIDIA G 120M .*NVIDIA .*120M.* 2 1 +NVIDIA G 200 .*NVIDIA .*200(M)?.* 2 1 +NVIDIA G 205M .*NVIDIA .*205(M)?.* 2 1 +NVIDIA G 210 .*NVIDIA .*210(M)?.* 2 1 +NVIDIA 305M .*NVIDIA .*305(M)?.* 2 1 NVIDIA G 310M .*NVIDIA .*310(M)?.* 2 1 NVIDIA G 315 .*NVIDIA .*315(M)?.* 2 1 NVIDIA G 320M .*NVIDIA .*320(M)?.* 2 1 -NVIDIA G 405 .*NVIDIA .*405(M)?.* 1 1 -NVIDIA G 410M .*NVIDIA .*410(M)?.* 1 1 +NVIDIA G 405 .*NVIDIA .*405(M)?.* 2 1 +NVIDIA G 410M .*NVIDIA .*410(M)?.* 2 1 NVIDIA GT 120M .*NVIDIA .*GT *120(M)?.* 2 1 NVIDIA GT 120 .*NVIDIA .*GT.*120 2 1 NVIDIA GT 130M .*NVIDIA .*GT *130(M)?.* 2 1 @@ -323,9 +323,9 @@ NVIDIA GT 240M .*NVIDIA .*GT *240(M)?.* 2 1 NVIDIA GT 250M .*NVIDIA .*GT *250(M)?.* 2 1 NVIDIA GT 260M .*NVIDIA .*GT *260(M)?.* 2 1 NVIDIA GT 320M .*NVIDIA .*GT *320(M)?.* 2 1 -NVIDIA GT 325M .*NVIDIA .*GT *325(M)?.* 0 1 +NVIDIA GT 325M .*NVIDIA .*GT *325(M)?.* 2 1 NVIDIA GT 330M .*NVIDIA .*GT *330(M)?.* 3 1 -NVIDIA GT 335M .*NVIDIA .*GT *335(M)?.* 1 1 +NVIDIA GT 335M .*NVIDIA .*GT *335(M)?.* 2 1 NVIDIA GT 340M .*NVIDIA .*GT *340(M)?.* 2 1 NVIDIA GT 415M .*NVIDIA .*GT *415(M)?.* 2 1 NVIDIA GT 420M .*NVIDIA .*GT *420(M)?.* 2 1 @@ -398,27 +398,27 @@ NVIDIA GeForce 7500 .*NVIDIA .*GeForce 75.* 1 1 NVIDIA GeForce 7600 .*NVIDIA .*GeForce 76.* 2 1 NVIDIA GeForce 7800 .*NVIDIA .*GeForce 78.* 2 1 NVIDIA GeForce 7900 .*NVIDIA .*GeForce 79.* 2 1 -NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 1 1 -NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 1 1 -NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 1 1 -NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 1 1 -NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 1 1 -NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 1 1 +NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 2 1 +NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 2 1 +NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 2 1 +NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 2 1 +NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 2 1 +NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 2 1 NVIDIA GeForce 8500 .*NVIDIA .*GeForce 85.* 3 1 -NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 1 1 +NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 2 1 NVIDIA GeForce 8600 .*NVIDIA .*GeForce 86.* 3 1 NVIDIA GeForce 8700M .*NVIDIA .*GeForce 8700M.* 3 1 NVIDIA GeForce 8700 .*NVIDIA .*GeForce 87.* 3 1 NVIDIA GeForce 8800M .*NVIDIA .*GeForce 8800M.* 3 1 NVIDIA GeForce 8800 .*NVIDIA .*GeForce 88.* 3 1 -NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 0 1 -NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 0 1 -NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 1 1 -NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 1 1 -NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 1 1 -NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 1 1 -NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 1 1 -NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 1 1 +NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 2 1 +NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 2 1 +NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 2 1 +NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 2 1 +NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 2 1 +NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 2 1 +NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 2 1 +NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 2 1 NVIDIA GeForce 9500M .*NVIDIA .*GeForce 9500M.* 2 1 NVIDIA GeForce 9500 .*NVIDIA .*GeForce 95.* 2 1 NVIDIA GeForce 9600M .*NVIDIA .*GeForce 9600M.* 3 1 -- cgit v1.2.3 From fe51889b2914a9f117d5f19d91072716b5913579 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 13:21:17 -0500 Subject: SH-2276 Force RenderMaxTextureIndex to be <= 16 regardless of settings --- indra/newview/llviewershadermgr.cpp | 3 +++ indra/newview/llvovolume.cpp | 2 ++ 2 files changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 31ed210ae3..50910e26e5 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -357,6 +357,9 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + //NEVER use more than 16 texture channels (work around for prevalent driver bug) + LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16); + reentrance = true; if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 2fadc795fd..b75a0a799a 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4666,6 +4666,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")); + //NEVER use more than 16 texture index channels (workaround for prevalent driver bug) + texture_index_channels = llmin(texture_index_channels, 16); while (face_iter != faces.end()) { -- cgit v1.2.3 From 37993bbba1f7e245ba1b10c2c2752cb62faa02ef Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 13:22:58 -0500 Subject: SH-2480 Redo the previous gpu_table change, being a little more conservative about which chips get bumped to class 2 --- indra/newview/gpu_table.txt | 62 ++++++++++++++++++++++----------------------- 1 file changed, 31 insertions(+), 31 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt index 5b4f52c7e6..198e702459 100644 --- a/indra/newview/gpu_table.txt +++ b/indra/newview/gpu_table.txt @@ -106,7 +106,7 @@ ATI Mobility Radeon 8xxx .*ATI.*Mobility.*Radeon 8.* 0 1 ATI Mobility Radeon 9800 .*ATI.*Mobility.*98.* 1 1 ATI Mobility Radeon 9700 .*ATI.*Mobility.*97.* 1 1 ATI Mobility Radeon 9600 .*ATI.*Mobility.*96.* 0 1 -ATI Mobility Radeon HD 530v .*ATI.*Mobility.*HD *530v.* 2 1 +ATI Mobility Radeon HD 530v .*ATI.*Mobility.*HD *530v.* 1 1 ATI Mobility Radeon HD 540v .*ATI.*Mobility.*HD *540v.* 2 1 ATI Mobility Radeon HD 545v .*ATI.*Mobility.*HD *545v.* 2 1 ATI Mobility Radeon HD 550v .*ATI.*Mobility.*HD *550v.* 2 1 @@ -116,8 +116,8 @@ ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 2 1 ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 2 1 ATI Mobility Radeon HD 2600 .*ATI.*Mobility.*HD *26.* 3 1 ATI Mobility Radeon HD 2700 .*ATI.*Mobility.*HD *27.* 3 1 -ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 2 1 -ATI Mobility Radeon HD 3200 .*ATI.*Mobility.*HD *32.* 2 1 +ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 0 1 +ATI Mobility Radeon HD 3200 .*ATI.*Mobility.*HD *32.* 0 1 ATI Mobility Radeon HD 3400 .*ATI.*Mobility.*HD *34.* 2 1 ATI Mobility Radeon HD 3600 .*ATI.*Mobility.*HD *36.* 3 1 ATI Mobility Radeon HD 3800 .*ATI.*Mobility.*HD *38.* 3 1 @@ -144,17 +144,17 @@ ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 2 1 ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 2 1 ATI Radeon HD 2600 .*ATI.*Radeon HD *26.. 2 1 ATI Radeon HD 2900 .*ATI.*Radeon HD *29.. 3 1 -ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 2 1 -ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 2 1 -ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 2 1 +ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 0 1 +ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 1 1 +ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 1 1 ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 2 1 ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 2 1 ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 2 1 ATI Radeon HD 3600 .*ATI.*Radeon HD *36.. 3 1 ATI Radeon HD 3700 .*ATI.*Radeon HD *37.. 3 1 ATI Radeon HD 3800 .*ATI.*Radeon HD *38.. 3 1 -ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 2 1 -ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 2 1 +ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 1 1 +ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 1 1 ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 2 1 ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 2 1 ATI Radeon HD 4500 .*ATI.*Radeon HD *45.. 3 1 @@ -290,27 +290,27 @@ Matrox .*Matrox.* 0 0 Mesa .*Mesa.* 0 0 NVIDIA 205 .*NVIDIA .*GeForce 205.* 2 1 NVIDIA 210 .*NVIDIA .*GeForce 210.* 2 1 -NVIDIA 310M .*NVIDIA .*GeForce 310M.* 2 1 +NVIDIA 310M .*NVIDIA .*GeForce 310M.* 1 1 NVIDIA 310 .*NVIDIA .*GeForce 310.* 3 1 NVIDIA 315M .*NVIDIA .*GeForce 315M.* 2 1 NVIDIA 315 .*NVIDIA .*GeForce 315.* 3 1 NVIDIA 320M .*NVIDIA .*GeForce 320M.* 2 1 -NVIDIA G100M .*NVIDIA .*100M.* 2 1 -NVIDIA G100 .*NVIDIA .*100.* 2 1 -NVIDIA G102M .*NVIDIA .*102M.* 2 1 -NVIDIA G103M .*NVIDIA .*103M.* 2 1 -NVIDIA G105M .*NVIDIA .*105M.* 2 1 -NVIDIA G 110M .*NVIDIA .*110M.* 2 1 -NVIDIA G 120M .*NVIDIA .*120M.* 2 1 -NVIDIA G 200 .*NVIDIA .*200(M)?.* 2 1 -NVIDIA G 205M .*NVIDIA .*205(M)?.* 2 1 -NVIDIA G 210 .*NVIDIA .*210(M)?.* 2 1 -NVIDIA 305M .*NVIDIA .*305(M)?.* 2 1 +NVIDIA G100M .*NVIDIA .*100M.* 0 1 +NVIDIA G100 .*NVIDIA .*100.* 0 1 +NVIDIA G102M .*NVIDIA .*102M.* 0 1 +NVIDIA G103M .*NVIDIA .*103M.* 0 1 +NVIDIA G105M .*NVIDIA .*105M.* 0 1 +NVIDIA G 110M .*NVIDIA .*110M.* 0 1 +NVIDIA G 120M .*NVIDIA .*120M.* 1 1 +NVIDIA G 200 .*NVIDIA .*200(M)?.* 0 1 +NVIDIA G 205M .*NVIDIA .*205(M)?.* 0 1 +NVIDIA G 210 .*NVIDIA .*210(M)?.* 1 1 +NVIDIA 305M .*NVIDIA .*305(M)?.* 1 1 NVIDIA G 310M .*NVIDIA .*310(M)?.* 2 1 NVIDIA G 315 .*NVIDIA .*315(M)?.* 2 1 NVIDIA G 320M .*NVIDIA .*320(M)?.* 2 1 -NVIDIA G 405 .*NVIDIA .*405(M)?.* 2 1 -NVIDIA G 410M .*NVIDIA .*410(M)?.* 2 1 +NVIDIA G 405 .*NVIDIA .*405(M)?.* 1 1 +NVIDIA G 410M .*NVIDIA .*410(M)?.* 1 1 NVIDIA GT 120M .*NVIDIA .*GT *120(M)?.* 2 1 NVIDIA GT 120 .*NVIDIA .*GT.*120 2 1 NVIDIA GT 130M .*NVIDIA .*GT *130(M)?.* 2 1 @@ -323,9 +323,9 @@ NVIDIA GT 240M .*NVIDIA .*GT *240(M)?.* 2 1 NVIDIA GT 250M .*NVIDIA .*GT *250(M)?.* 2 1 NVIDIA GT 260M .*NVIDIA .*GT *260(M)?.* 2 1 NVIDIA GT 320M .*NVIDIA .*GT *320(M)?.* 2 1 -NVIDIA GT 325M .*NVIDIA .*GT *325(M)?.* 2 1 +NVIDIA GT 325M .*NVIDIA .*GT *325(M)?.* 0 1 NVIDIA GT 330M .*NVIDIA .*GT *330(M)?.* 3 1 -NVIDIA GT 335M .*NVIDIA .*GT *335(M)?.* 2 1 +NVIDIA GT 335M .*NVIDIA .*GT *335(M)?.* 1 1 NVIDIA GT 340M .*NVIDIA .*GT *340(M)?.* 2 1 NVIDIA GT 415M .*NVIDIA .*GT *415(M)?.* 2 1 NVIDIA GT 420M .*NVIDIA .*GT *420(M)?.* 2 1 @@ -398,9 +398,9 @@ NVIDIA GeForce 7500 .*NVIDIA .*GeForce 75.* 1 1 NVIDIA GeForce 7600 .*NVIDIA .*GeForce 76.* 2 1 NVIDIA GeForce 7800 .*NVIDIA .*GeForce 78.* 2 1 NVIDIA GeForce 7900 .*NVIDIA .*GeForce 79.* 2 1 -NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 2 1 -NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 2 1 -NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 2 1 +NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 1 1 +NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 1 1 +NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 1 1 NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 2 1 NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 2 1 NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 2 1 @@ -411,10 +411,10 @@ NVIDIA GeForce 8700M .*NVIDIA .*GeForce 8700M.* 3 1 NVIDIA GeForce 8700 .*NVIDIA .*GeForce 87.* 3 1 NVIDIA GeForce 8800M .*NVIDIA .*GeForce 8800M.* 3 1 NVIDIA GeForce 8800 .*NVIDIA .*GeForce 88.* 3 1 -NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 2 1 -NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 2 1 -NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 2 1 -NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 2 1 +NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 0 1 +NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 0 1 +NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 1 1 +NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 1 1 NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 2 1 NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 2 1 NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 2 1 -- cgit v1.2.3 From b17023e3b071f5e49b3a18c28fc8e1bc73c15b73 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 14:18:49 -0500 Subject: SH-2593 Fix for crash when jumping from "Low" to "Ultra" with Debug GL on. --- indra/newview/llviewerdisplay.cpp | 19 +++++-------------- indra/newview/pipeline.cpp | 12 ++++++++++++ 2 files changed, 17 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 3889c895aa..894c409ad6 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -229,6 +229,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) gGL.flush(); glClear(GL_COLOR_BUFFER_BIT); gViewerWindow->mWindow->swapBuffers(); + LLPipeline::refreshCachedSettings(); + LLPipeline::refreshRenderDeferred(); gPipeline.resizeScreenTexture(); gResizeScreenTexture = FALSE; gWindowResized = FALSE; @@ -615,12 +617,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) //Increment drawable frame counter LLDrawable::incrementVisible(); + LLPipeline::refreshCachedSettings(); + LLPipeline::refreshRenderDeferred(); + LLSpatialGroup::sNoDelete = TRUE; - LLPipeline::sUseOcclusion = - (!gUseWireframe - && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") - && gSavedSettings.getBOOL("UseOcclusion") - && gGLManager.mHasOcclusionQuery) ? 2 : 0; LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); /*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred) @@ -628,15 +628,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLPipeline::sUseOcclusion = 3; }*/ - LLPipeline::refreshCachedSettings(); - LLPipeline::refreshRenderDeferred(); - - LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); - LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); - LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); - LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible"); - LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate"); - S32 occlusion = LLPipeline::sUseOcclusion; if (gDepthDirty) { //depth buffer is invalid, don't overwrite occlusion state diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 5035e0197d..3246ec648e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -840,6 +840,18 @@ void LLPipeline::refreshRenderDeferred() //static void LLPipeline::refreshCachedSettings() { + LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); + LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); + LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); + LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible"); + LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate"); + + LLPipeline::sUseOcclusion = + (!gUseWireframe + && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") + && gSavedSettings.getBOOL("UseOcclusion") + && gGLManager.mHasOcclusionQuery) ? 2 : 0; + VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); -- cgit v1.2.3 From 4ec72ed0a61157dd5fcc1bc4cc91054664ee75b5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 16:19:00 -0500 Subject: Fix for VBO pools not getting cleared appropriately. --- indra/newview/pipeline.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3246ec648e..acd708e800 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6109,11 +6109,8 @@ void LLPipeline::resetVertexBuffers() gSky.resetVertexBuffers(); - if (LLVertexBuffer::sGLCount > 0) - { - LLVertexBuffer::cleanupClass(); - } - + LLVertexBuffer::cleanupClass(); + //delete all name pool caches LLGLNamePool::cleanupPools(); -- cgit v1.2.3 From 250ab43e4e70ccd9218d32c5dcbde35599c9735b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 17:41:02 -0500 Subject: SH-2571 Add shader driven render for low detail terrain. --- indra/newview/llappviewer.cpp | 5 +-- indra/newview/lldrawpoolterrain.cpp | 69 ++++++++++++++++++++++++----------- indra/newview/llfloaterpreference.cpp | 12 +----- 3 files changed, 51 insertions(+), 35 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 31a2ff33f2..2ef55e8a49 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -773,10 +773,7 @@ bool LLAppViewer::init() LLViewerAssetStatsFF::init(); } - // init main thread's local data pool before initializing the threads - Nyx - LLThreadLocalData::init(); - - initThreads(); + initThreads(); LL_INFOS("InitInfo") << "Threads initialized." << LL_ENDL ; // Initialize settings early so that the defaults for ignorable dialogs are diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index d503d935d0..e14d0c5f9d 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -122,14 +122,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask() void LLDrawPoolTerrain::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); - if (mVertexShaderLevel > 0) - { - sDetailMode = 1; - } - else - { - sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); - } + sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); } void LLDrawPoolTerrain::beginRenderPass( S32 pass ) @@ -137,9 +130,24 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass ) LLFastTimer t(FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); - sShader = LLPipeline::sUnderWaterRender ? - &gTerrainWaterProgram : - &gTerrainProgram; + if (sDetailMode > 0) + { + sShader = LLPipeline::sUnderWaterRender ? + &gTerrainWaterProgram : + &gTerrainProgram; + } + else + { + if (LLPipeline::sUnderWaterRender) + { + sShader = &gObjectSimpleNonIndexedTexGenWaterProgram; + } + else + { + sShader = &gObjectSimpleNonIndexedTexGenProgram; + } + } + if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { @@ -200,7 +208,15 @@ void LLDrawPoolTerrain::render(S32 pass) if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { gPipeline.enableLightsDynamic(); - renderFullShader(); + + if (sDetailMode > 0) + { + renderFullShader(); + } + else + { + renderSimple(); + } } else { @@ -827,13 +843,21 @@ void LLDrawPoolTerrain::renderSimple() tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f)); tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f)); - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); - + if (LLGLSLShader::sNoFixedFunction) + { + sShader->uniform4fv("object_plane_s", 1, tp0.mV); + sShader->uniform4fv("object_plane_t", 1, tp1.mV); + } + else + { + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); + glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); + } + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); drawLoop(); @@ -843,8 +867,11 @@ void LLDrawPoolTerrain::renderSimple() gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + } gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 7f6d0155e2..92c4214fdb 100755 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -1039,16 +1039,8 @@ void LLFloaterPreference::refreshEnabledState() BOOL shaders = gGLManager.mGLVersion >= 2.f; - if (shaders) - { - mRadioTerrainDetail->setValue(1); - mRadioTerrainDetail->setEnabled(FALSE); - } - else - { - mRadioTerrainDetail->setEnabled(TRUE); - } - + mRadioTerrainDetail->setEnabled(TRUE); + // WindLight LLCheckBoxCtrl* ctrl_wind_light = getChild("WindLightUseAtmosShaders"); -- cgit v1.2.3 From 7fef84ca755b3f07eb9841fc1b904b185402317e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 18:06:32 -0500 Subject: SH-2571 Make low detail terrain stick when choosing "low" from preferences. --- indra/newview/llviewercontrol.cpp | 6 ------ 1 file changed, 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 5ab2877869..d9210877dd 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -118,12 +118,6 @@ static bool handleSetShaderChanged(const LLSD& newvalue) gBumpImageList.destroyGL(); gBumpImageList.restoreGL(); - // Changing shader also changes the terrain detail to high, reflect that change here - if (newvalue.asBoolean()) - { - // shaders enabled, set terrain detail to high - gSavedSettings.setS32("RenderTerrainDetail", 1); - } // else, leave terrain detail as is LLViewerShaderMgr::instance()->setShaders(); return true; -- cgit v1.2.3 From 1762cc49395d2596ab0788b2a4504abaefbe64db Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 14:20:12 -0500 Subject: SH-2570 Don't minimize viewer when reloading shaders (revert hack that didn't work) and pause shader loading until after all feature masks have been applied when switching detail levels --- indra/newview/llfeaturemanager.cpp | 8 +++++++- indra/newview/llviewershadermgr.cpp | 6 ++---- indra/newview/llviewershadermgr.h | 1 + 3 files changed, 10 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp index db9a0424c0..eb0cdf28c0 100644 --- a/indra/newview/llfeaturemanager.cpp +++ b/indra/newview/llfeaturemanager.cpp @@ -51,6 +51,7 @@ #include "llcontrol.h" #include "llboost.h" #include "llweb.h" +#include "llviewershadermgr.h" #if LL_WINDOWS #include "lldxhardware.h" @@ -662,8 +663,10 @@ void LLFeatureManager::applyFeatures(bool skipFeatures) void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures) { - applyBaseMasks(); + LLViewerShaderMgr::sSkipReload = true; + applyBaseMasks(); + switch (level) { case 0: @@ -684,6 +687,9 @@ void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures) } applyFeatures(skipFeatures); + + LLViewerShaderMgr::sSkipReload = false; + LLViewerShaderMgr::instance()->setShaders(); } void LLFeatureManager::applyBaseMasks() diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 50910e26e5..e50625af60 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -59,6 +59,7 @@ using std::make_pair; using std::string; BOOL LLViewerShaderMgr::sInitialized = FALSE; +bool LLViewerShaderMgr::sSkipReload = false; LLVector4 gShinyOrigin; @@ -350,7 +351,7 @@ void LLViewerShaderMgr::setShaders() //setShaders might be called redundantly by gSavedSettings, so return on reentrance static bool reentrance = false; - if (!gPipeline.mInitialized || !sInitialized || reentrance) + if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) { return; } @@ -401,9 +402,6 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); - //VICIOUS HACK -- some drivers will time out if we don't redraw the window within 2 seconds, and this operation can take awhile - //minimizing tells the driver we won't be updating the window for a bit - gViewerWindow->getWindow()->minimize(); } // Lighting diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 26cef8cb3e..3f670dfb14 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -33,6 +33,7 @@ class LLViewerShaderMgr: public LLShaderMgr { public: static BOOL sInitialized; + static bool sSkipReload; LLViewerShaderMgr(); /* virtual */ ~LLViewerShaderMgr(); -- cgit v1.2.3 From 4e894bfa316ff4bc2fa64f711b8442b228573f90 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 14:33:36 -0500 Subject: SH-2600 Fix for busted texture animation on bump mapped objects. --- indra/newview/app_settings/shaders/class1/objects/bumpV.glsl | 3 +-- indra/newview/lldrawpoolbump.cpp | 5 ++--- 2 files changed, 3 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index 09ec6ff792..a7738087dc 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -24,7 +24,6 @@ */ uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -39,5 +38,5 @@ void main() //transform vertex gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1 * vec4(texcoord1,0,1)).xy; + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index be12eb800f..610d3f9f99 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1453,11 +1453,10 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL } else { - gGL.getTexUnit(1)->activate(); + gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; - gGL.getTexUnit(0)->activate(); } gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); @@ -1470,7 +1469,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL { if (params.mTexture.notNull()) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture); params.mTexture->addTextureStats(params.mVSize); } else -- cgit v1.2.3 From ae31a6f4a7928e4f1be75451ec7dd16c5283ed5b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 15:14:16 -0500 Subject: SH-2240 GL 1.2 compatibility pass --- indra/newview/lldrawpoolbump.cpp | 16 ++++++++++++++-- indra/newview/pipeline.cpp | 1 + 2 files changed, 15 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 610d3f9f99..774ca2e8e7 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1453,6 +1453,13 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL } else { + if (!LLGLSLShader::sNoFixedFunction) + { + gGL.getTexUnit(1)->activate(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); + } + gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); @@ -1494,9 +1501,14 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL } else { - gGL.getTexUnit(1)->activate(); - gGL.loadIdentity(); + if (!LLGLSLShader::sNoFixedFunction) + { + gGL.getTexUnit(1)->activate(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadIdentity(); + } gGL.getTexUnit(0)->activate(); + gGL.matrixMode(LLRender::MM_TEXTURE); } gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index acd708e800..cef4c649d7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5090,6 +5090,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) // Ambient if (!LLGLSLShader::sNoFixedFunction) { + gGL.syncMatrices(); LLColor4 ambient = gSky.getTotalAmbientColor(); gGL.setAmbientLightColor(ambient); } -- cgit v1.2.3 From 281b71300d0296f54809948d16c778b6bf08ef19 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 15:14:51 -0500 Subject: SH-2521 Force terrain to render as simple when GL version < 2.0 --- indra/newview/lldrawpoolterrain.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index e14d0c5f9d..ce601325c8 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -196,7 +196,7 @@ void LLDrawPoolTerrain::render(S32 pass) return; } // Render simplified land if video card can't do sufficient multitexturing - if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2)) + if (!LLGLSLShader::sNoFixedFunction || !gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2)) { renderSimple(); // Render without multitexture return; -- cgit v1.2.3 From 34c01b6b1ff758463dcdff19782e5af668699304 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 18:53:12 -0500 Subject: SH-2564 Fix for bad frustum culling on visible region list --- indra/newview/llworld.cpp | 43 +++++++++++++++++++++++-------------------- 1 file changed, 23 insertions(+), 20 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index a7ae456f3c..6f6e0d2334 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -589,22 +589,22 @@ void LLWorld::updateVisibilities() { F32 cur_far_clip = LLViewerCamera::getInstance()->getFar(); - LLViewerCamera::getInstance()->setFar(mLandFarClip); - - F32 diagonal_squared = F_SQRT2 * F_SQRT2 * mWidth * mWidth; - // Go through the culled list and check for visible regions + // Go through the culled list and check for visible regions (region is visible if land is visible) for (region_list_t::iterator iter = mCulledRegionList.begin(); iter != mCulledRegionList.end(); ) { region_list_t::iterator curiter = iter++; LLViewerRegion* regionp = *curiter; - F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); - F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared); - if (!regionp->getLand().hasZData() - || LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) + + LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN); + if (part) { - mCulledRegionList.erase(curiter); - mVisibleRegionList.push_back(regionp); + LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0); + if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1])) + { + mCulledRegionList.erase(curiter); + mVisibleRegionList.push_back(regionp); + } } } @@ -619,17 +619,20 @@ void LLWorld::updateVisibilities() continue; } - F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); - F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared); - if (LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) + LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN); + if (part) { - regionp->calculateCameraDistance(); - regionp->getLand().updatePatchVisibilities(gAgent); - } - else - { - mVisibleRegionList.erase(curiter); - mCulledRegionList.push_back(regionp); + LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0); + if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1])) + { + regionp->calculateCameraDistance(); + regionp->getLand().updatePatchVisibilities(gAgent); + } + else + { + mVisibleRegionList.erase(curiter); + mCulledRegionList.push_back(regionp); + } } } -- cgit v1.2.3 From 84a6a3a9d69cc6c9a0cccdff01f80c82b8543efa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 20 Oct 2011 19:02:56 -0500 Subject: SH-2240 Default Debug GL to false in prep for QART --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c5cae63fd4..39cefbf199 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7763,7 +7763,7 @@ Type Boolean Value - 1 + 0 RenderDebugNormalScale -- cgit v1.2.3 From b0c1d877a18956714b9885291819c692a67c6913 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Oct 2011 12:40:06 -0500 Subject: SH-2240 Fix for flickering due to artifacting when rendering occlusion query geometry --- indra/newview/llspatialpartition.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview') diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 2530f1f0d4..7bf4e901c1 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -322,6 +322,7 @@ void LLSpatialGroup::buildOcclusion() { mOcclusionVerts->flush(); + LLVertexBuffer::unbind(); } clearState(LLSpatialGroup::OCCLUSION_DIRTY); -- cgit v1.2.3 From 004cc9107bd48166d87b239fb506532ac6330ef9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Oct 2011 15:51:49 -0500 Subject: SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragData --- indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl | 2 +- .../shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl | 2 +- .../shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/starsF.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/class1/deferred/waterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl | 4 ++-- 15 files changed, 16 insertions(+), 16 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 945a1e71a5..9a3b2e3e8a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 463c61090f..6cc5f23aca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 73e726fe15..db272cf601 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,7 +24,7 @@ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index f3351c08bf..14b79c37fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 7d83b9a72c..381fba8813 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index a24623d7b5..b582ba7f9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -24,7 +24,7 @@ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index a8e5ae4a62..7bde49eb86 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 9a0e511bef..75b45111e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a929c0e4f5..5decddebbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index dac1ee1294..96ad0aa93a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 7986320c38..03fccd2766 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 3112a1ea7f..e014e53d25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 06071056ac..b934bc6991 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 43cd4c2eed..4c9ea24a24 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -25,7 +25,7 @@ #extension GL_ARB_texture_rectangle : enable -#ifndef gl_FragData +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl index 0fab5e5001..d2de1980a6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl @@ -20,7 +20,7 @@ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ + * $/LicenseInfo$F */ @@ -28,6 +28,6 @@ void fullbright_lighting(); void main() -{ +{F fullbright_lighting(); } -- cgit v1.2.3 From 7534c4efefec53548cb8e2f232c7269cfa8c9e06 Mon Sep 17 00:00:00 2001 From: Oz Linden Date: Sun, 23 Oct 2011 07:53:45 -0400 Subject: storm-1663: allow wider range of pitch, make range the same for sitting and otherwise --- indra/newview/llagent.cpp | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index f8b204eca0..37bf856662 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -1101,20 +1101,11 @@ F32 LLAgent::clampPitchToLimits(F32 angle) LLVector3 skyward = getReferenceUpVector(); - F32 look_down_limit; - F32 look_up_limit = 10.f * DEG_TO_RAD; + const F32 look_down_limit = 179.f * DEG_TO_RAD;; + const F32 look_up_limit = 1.f * DEG_TO_RAD; F32 angle_from_skyward = acos( mFrameAgent.getAtAxis() * skyward ); - if (isAgentAvatarValid() && gAgentAvatarp->isSitting()) - { - look_down_limit = 130.f * DEG_TO_RAD; - } - else - { - look_down_limit = 170.f * DEG_TO_RAD; - } - // clamp pitch to limits if ((angle >= 0.f) && (angle_from_skyward + angle > look_down_limit)) { -- cgit v1.2.3 From 1b987d2bf02be4df1635f5d11c01bcb8efb9cfff Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 24 Oct 2011 10:53:17 -0500 Subject: F ? --- indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl index d2de1980a6..a54c0caf81 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl @@ -28,6 +28,6 @@ void fullbright_lighting(); void main() -{F +{ fullbright_lighting(); } -- cgit v1.2.3 From dfe75ba0ebfe01928d9daba76f6e8b864f770e59 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 24 Oct 2011 12:35:53 -0500 Subject: SH-2610 Fix for black terrain when bump map is visible and shaders are not supported. --- indra/newview/lldrawpoolbump.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 774ca2e8e7..7b9fb2b34b 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -786,7 +786,7 @@ void LLDrawPoolBump::endBump(U32 pass) { // Disable texture blending on unit 1 gGL.getTexUnit(1)->activate(); - //gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->disable(); gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); // Disable texture blending on unit 0 -- cgit v1.2.3 From 51ba2f5fbc379f58d64f8850cd438cc95d7b89f7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 24 Oct 2011 12:58:51 -0500 Subject: SH-2240 Fix for crash on enabling shadows when Debug GL is enabled --- indra/newview/pipeline.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index cef4c649d7..04edc90be9 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -701,6 +701,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { + refreshCachedSettings(); + refreshRenderDeferred(); + // remember these dimensions mScreenWidth = resX; mScreenHeight = resY; @@ -8435,6 +8438,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) BOOL skip_avatar_update = FALSE; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { + skip_avatar_update = TRUE; } -- cgit v1.2.3 From f5b10238aff1fe0332ed0253d2fbb07be54acd14 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 24 Oct 2011 13:10:26 -0500 Subject: SH-2240 Forcibly disable shaders on hardware that's specifically flagged as unsupported. --- indra/newview/gpu_table.txt | 2 +- indra/newview/llfeaturemanager.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt index 198e702459..bb85551205 100644 --- a/indra/newview/gpu_table.txt +++ b/indra/newview/gpu_table.txt @@ -367,7 +367,7 @@ NVIDIA GTX 550 .*NVIDIA .*GTX *55.* 3 1 NVIDIA GTX 560 .*NVIDIA .*GTX *56.* 3 1 NVIDIA GTX 570 .*NVIDIA .*GTX *57.* 3 1 NVIDIA GTX 580M .*NVIDIA .*GTX *580M.* 3 1 -NVIDIA GTX 580 .*NVIDIA .*GTX *58.* 3 1 +NVIDIA GTX 580 .*NVIDIA .*GTX *58.* 3 0 NVIDIA GTX 590 .*NVIDIA .*GTX *59.* 3 1 NVIDIA C51 .*NVIDIA .*C51.* 0 1 NVIDIA G72 .*NVIDIA .*G72.* 1 1 diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp index eb0cdf28c0..08f9d26705 100644 --- a/indra/newview/llfeaturemanager.cpp +++ b/indra/newview/llfeaturemanager.cpp @@ -731,7 +731,7 @@ void LLFeatureManager::applyBaseMasks() { maskFeatures("NoPixelShaders"); } - if (!gGLManager.mHasVertexShader) + if (!gGLManager.mHasVertexShader || !mGPUSupported) { maskFeatures("NoVertexShaders"); } -- cgit v1.2.3 From 7b83f1dfd1daeb4e0b80e1c369e83137682a723c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 24 Oct 2011 13:11:44 -0500 Subject: GTX 580 is supported --- indra/newview/gpu_table.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt index bb85551205..198e702459 100644 --- a/indra/newview/gpu_table.txt +++ b/indra/newview/gpu_table.txt @@ -367,7 +367,7 @@ NVIDIA GTX 550 .*NVIDIA .*GTX *55.* 3 1 NVIDIA GTX 560 .*NVIDIA .*GTX *56.* 3 1 NVIDIA GTX 570 .*NVIDIA .*GTX *57.* 3 1 NVIDIA GTX 580M .*NVIDIA .*GTX *580M.* 3 1 -NVIDIA GTX 580 .*NVIDIA .*GTX *58.* 3 0 +NVIDIA GTX 580 .*NVIDIA .*GTX *58.* 3 1 NVIDIA GTX 590 .*NVIDIA .*GTX *59.* 3 1 NVIDIA C51 .*NVIDIA .*C51.* 0 1 NVIDIA G72 .*NVIDIA .*G72.* 1 1 -- cgit v1.2.3 From 8b78d115c1e7cbe32f336d6d4250d28c8135ade5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 25 Oct 2011 11:23:45 -0500 Subject: SH-2618 Fix for local lights option being off by one click --- indra/newview/pipeline.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 04edc90be9..76ad7fd83e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1196,6 +1196,7 @@ S32 LLPipeline::getMaxLightingDetail() const S32 LLPipeline::setLightingDetail(S32 level) { LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL); + refreshCachedSettings(); if (level < 0) { -- cgit v1.2.3 From c54f6cfdc3f44ccb6fee3acd5fa40bd177c67639 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 25 Oct 2011 12:28:12 -0500 Subject: SH-2622 Make Intel prefer fixed function over shaders where possible. --- indra/newview/llviewershadermgr.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e50625af60..619a9078be 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -363,8 +363,8 @@ void LLViewerShaderMgr::setShaders() reentrance = true; - if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) - { //ALWAYS use shaders where available + if (LLRender::sGLCoreProfile || (gGLManager.mGLVersion >= 2.f && !gGLManager.mIsIntel)) + { //ALWAYS use shaders where available (except for intel, intel prefers fixed function) if (!gSavedSettings.getBOOL("VertexShaderEnable")) { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); -- cgit v1.2.3 From 7dafa1be79f4e3f454ce022326cb09fa5cabb003 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 25 Oct 2011 15:07:57 -0500 Subject: SH-2622 Put back "Basic Shaders" toggle ability. --- indra/newview/llfloaterpreference.cpp | 25 +++++++++++++++++----- indra/newview/llviewershadermgr.cpp | 4 ++-- .../default/xui/en/panel_preferences_graphics1.xml | 14 ++++++++++++ 3 files changed, 36 insertions(+), 7 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 92c4214fdb..5fdeb46daa 100755 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -1034,19 +1034,30 @@ void LLFloaterPreference::refreshEnabledState() } // Vertex Shaders + // Global Shader Enable + LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); // radio set for terrain detail mode LLRadioGroup* mRadioTerrainDetail = getChild("TerrainDetailRadio"); // can be linked with control var - BOOL shaders = gGLManager.mGLVersion >= 2.f; - - mRadioTerrainDetail->setEnabled(TRUE); - + ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); + + BOOL shaders = ctrl_shader_enable->get(); + if (shaders) + { + mRadioTerrainDetail->setValue(1); + mRadioTerrainDetail->setEnabled(FALSE); + } + else + { + mRadioTerrainDetail->setEnabled(TRUE); + } + // WindLight LLCheckBoxCtrl* ctrl_wind_light = getChild("WindLightUseAtmosShaders"); // *HACK just checks to see if we can use shaders... // maybe some cards that use shaders, but don't support windlight - ctrl_wind_light->setEnabled(shaders); + ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders); //Deferred/SSAO/Shadows LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1084,6 +1095,7 @@ void LLFloaterPreference::disableUnavailableSettings() LLComboBox* ctrl_reflections = getChild("Reflections"); LLCheckBoxCtrl* ctrl_avatar_vp = getChild("AvatarVertexProgram"); LLCheckBoxCtrl* ctrl_avatar_cloth = getChild("AvatarCloth"); + LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); LLCheckBoxCtrl* ctrl_wind_light = getChild("WindLightUseAtmosShaders"); LLCheckBoxCtrl* ctrl_avatar_impostors = getChild("AvatarImpostors"); LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1094,6 +1106,9 @@ void LLFloaterPreference::disableUnavailableSettings() // if vertex shaders off, disable all shader related products if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")) { + ctrl_shader_enable->setEnabled(FALSE); + ctrl_shader_enable->setValue(FALSE); + ctrl_wind_light->setEnabled(FALSE); ctrl_wind_light->setValue(FALSE); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 619a9078be..637cba6d6c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -363,8 +363,8 @@ void LLViewerShaderMgr::setShaders() reentrance = true; - if (LLRender::sGLCoreProfile || (gGLManager.mGLVersion >= 2.f && !gGLManager.mIsIntel)) - { //ALWAYS use shaders where available (except for intel, intel prefers fixed function) + if (LLRender::sGLCoreProfile) + { if (!gSavedSettings.getBOOL("VertexShaderEnable")) { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); diff --git a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml index c25c1f23f5..f7666bdc4c 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml @@ -204,6 +204,20 @@ name="LocalLights" top_pad="1" width="256" /> + + + Date: Wed, 26 Oct 2011 11:21:01 -0400 Subject: STORM-1653 Group notices sent by muted residents are still displayed --- indra/newview/llviewermessage.cpp | 15 +++++++++++++++ 1 file changed, 15 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index 74ee918bfe..fe613b3dc9 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -2241,6 +2241,10 @@ void process_improved_im(LLMessageSystem *msg, void **user_data) { name = LLTrans::getString("Unnamed"); } + + // Preserve the unaltered name for use in group notice mute checking. + std::string original_name = name; + // IDEVO convert new-style "Resident" names for display name = clean_name_from_im(name, dialog); @@ -2447,6 +2451,17 @@ void process_improved_im(LLMessageSystem *msg, void **user_data) break; } + // The group notice packet does not have an AgentID. Try to obtain one from the name cache. + // If there is a cache miss and a background fetch has to occur the group notice may + // be displayed even though the resident has been muted. + std::string legacy_name = gCacheName->buildLegacyName(original_name); + LLUUID agent_id; + gCacheName->getUUID(legacy_name, agent_id); + if (agent_id.notNull() && LLMuteList::getInstance()->isMuted(agent_id)) + { + break; + } + notice_bin_bucket = (struct notice_bucket_full_t*) &binary_bucket[0]; U8 has_inventory = notice_bin_bucket->header.has_inventory; U8 asset_type = notice_bin_bucket->header.asset_type; -- cgit v1.2.3 From da1898d1cb9a1539a897541afebe47ff6f517d30 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 26 Oct 2011 11:19:04 -0500 Subject: SH-2625 Fix for window size reverting to non-maximized whenever shaders are loaded. --- indra/newview/llviewershadermgr.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 637cba6d6c..cf5327e5f3 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -584,7 +584,6 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); - gViewerWindow->getWindow()->restore(); } gPipeline.createGLBuffers(); -- cgit v1.2.3 From f73fddd5d0c5a398a592dcc058b1feb09964560d Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Wed, 26 Oct 2011 14:06:08 -0400 Subject: STORM-1653 Group notices sent by muted residents are still displayed Added warning message if a null is returned from the name to id call. --- indra/newview/llviewermessage.cpp | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index fe613b3dc9..05303cf3c5 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -2451,13 +2451,16 @@ void process_improved_im(LLMessageSystem *msg, void **user_data) break; } - // The group notice packet does not have an AgentID. Try to obtain one from the name cache. - // If there is a cache miss and a background fetch has to occur the group notice may - // be displayed even though the resident has been muted. + // The group notice packet does not have an AgentID. Obtain one from the name cache. std::string legacy_name = gCacheName->buildLegacyName(original_name); LLUUID agent_id; gCacheName->getUUID(legacy_name, agent_id); - if (agent_id.notNull() && LLMuteList::getInstance()->isMuted(agent_id)) + + if (agent_id.isNull()) + { + LL_WARNS("Messaging") << "buildLegacyName returned null" << LL_ENDL; + } + else if (LLMuteList::getInstance()->isMuted(agent_id)) { break; } -- cgit v1.2.3 From 2d9785d8c747fd2c5c0ad40148fc318596b07f66 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 26 Oct 2011 14:56:49 -0500 Subject: SH-2546 Don't feed vertex color to terrain vertex buffers. --- .../shaders/class1/environment/terrainV.glsl | 3 +-- indra/newview/lldrawpoolterrain.cpp | 5 +++-- indra/newview/lldrawpoolterrain.h | 3 +-- indra/newview/llvosurfacepatch.cpp | 24 +--------------------- indra/newview/llvosurfacepatch.h | 7 +------ 5 files changed, 7 insertions(+), 35 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index f183b885d1..d09c5f9247 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -33,7 +33,6 @@ uniform vec4 object_plane_s; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; @@ -72,7 +71,7 @@ void main() /// Potentially better without it for water. pos /= pos.w; - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0)); vertex_color = color; diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index ce601325c8..d61df9c048 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -189,6 +189,8 @@ void LLDrawPoolTerrain::render(S32 pass) compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area } + LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f); + if (!gGLManager.mHasMultitexture) { // No multitexture, render simple land. @@ -203,8 +205,7 @@ void LLDrawPoolTerrain::render(S32 pass) } LLGLSPipeline gls; - LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f); - + if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { gPipeline.enableLightsDynamic(); diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h index 3056da44d5..283ed87f1a 100644 --- a/indra/newview/lldrawpoolterrain.h +++ b/indra/newview/lldrawpoolterrain.h @@ -40,8 +40,7 @@ public: LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2 | - LLVertexBuffer::MAP_TEXCOORD3 | - LLVertexBuffer::MAP_COLOR + LLVertexBuffer::MAP_TEXCOORD3 }; virtual U32 getVertexDataMask(); diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index bc82b0df13..0108690538 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -317,7 +317,6 @@ BOOL LLVOSurfacePatch::updateLOD() void LLVOSurfacePatch::getGeometry(LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp) @@ -329,7 +328,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider &verticesp, updateMainGeometry(facep, verticesp, normalsp, - colorsp, texCoords0p, texCoords1p, indicesp, @@ -337,7 +335,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider &verticesp, updateNorthGeometry(facep, verticesp, normalsp, - colorsp, texCoords0p, texCoords1p, indicesp, @@ -345,7 +342,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider &verticesp, updateEastGeometry(facep, verticesp, normalsp, - colorsp, texCoords0p, texCoords1p, indicesp, @@ -355,7 +351,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider &verticesp, void LLVOSurfacePatch::updateMainGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, @@ -396,7 +391,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep, x = i * render_stride; y = j * render_stride; mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); - *colorsp++ = LLColor4U::white; verticesp++; normalsp++; texCoords0p++; @@ -461,7 +455,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep, void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, @@ -499,7 +492,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, y = 16 - render_stride; mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); - *colorsp++ = LLColor4U::white; verticesp++; normalsp++; texCoords0p++; @@ -515,7 +507,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; vertex_count++; @@ -554,7 +545,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; vertex_count++; @@ -569,7 +559,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; vertex_count++; @@ -613,7 +602,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, y = 16 - render_stride; mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); - *colorsp++ = LLColor4U::white; verticesp++; normalsp++; texCoords0p++; @@ -630,7 +618,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; vertex_count++; @@ -668,7 +655,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep, void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, @@ -702,7 +688,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -715,7 +700,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -753,7 +737,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -766,7 +749,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -810,7 +792,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -823,7 +804,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep, mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get()); verticesp++; normalsp++; - *colorsp++ = LLColor4U::white; texCoords0p++; texCoords1p++; } @@ -1094,14 +1074,12 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group) LLStrider normals; LLStrider texcoords2; LLStrider texcoords; - LLStrider colors; LLStrider indices; llassert_always(buffer->getVertexStrider(vertices)); llassert_always(buffer->getNormalStrider(normals)); llassert_always(buffer->getTexCoord0Strider(texcoords)); llassert_always(buffer->getTexCoord1Strider(texcoords2)); - llassert_always(buffer->getColorStrider(colors)); llassert_always(buffer->getIndexStrider(indices)); U32 indices_index = 0; @@ -1116,7 +1094,7 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group) facep->setVertexBuffer(buffer); LLVOSurfacePatch* patchp = (LLVOSurfacePatch*) facep->getViewerObject(); - patchp->getGeometry(vertices, normals, colors, texcoords, texcoords2, indices); + patchp->getGeometry(vertices, normals, texcoords, texcoords2, indices); indices_index += facep->getIndicesCount(); index_offset += facep->getGeomCount(); diff --git a/indra/newview/llvosurfacepatch.h b/indra/newview/llvosurfacepatch.h index 8e75ff2e6e..a15878368e 100644 --- a/indra/newview/llvosurfacepatch.h +++ b/indra/newview/llvosurfacepatch.h @@ -44,8 +44,7 @@ public: VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) | (1 << LLVertexBuffer::TYPE_NORMAL) | (1 << LLVertexBuffer::TYPE_TEXCOORD0) | - (1 << LLVertexBuffer::TYPE_TEXCOORD1) | - (1 << LLVertexBuffer::TYPE_COLOR) + (1 << LLVertexBuffer::TYPE_TEXCOORD1) }; LLVOSurfacePatch(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); @@ -64,7 +63,6 @@ public: /*virtual*/ void updateFaceSize(S32 idx); void getGeometry(LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp); @@ -116,7 +114,6 @@ protected: void updateMainGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, @@ -124,7 +121,6 @@ protected: void updateNorthGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, @@ -132,7 +128,6 @@ protected: void updateEastGeometry(LLFace *facep, LLStrider &verticesp, LLStrider &normalsp, - LLStrider &colorsp, LLStrider &texCoords0p, LLStrider &texCoords1p, LLStrider &indicesp, -- cgit v1.2.3 From 735708583fc6e236df3ad6d4c9a5f02b6ec7605a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 26 Oct 2011 15:35:33 -0500 Subject: SH-2546 Make sure terrain shaders don't attempt to use indexed texture rendering. --- indra/newview/llviewershadermgr.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index cf5327e5f3..108f008f58 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -827,6 +827,8 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment() gTerrainProgram.mFeatures.calculatesLighting = true; gTerrainProgram.mFeatures.calculatesAtmospherics = true; gTerrainProgram.mFeatures.hasAtmospherics = true; + gTerrainProgram.mFeatures.mIndexedTextureChannels = 0; + gTerrainProgram.mFeatures.disableTextureIndex = true; gTerrainProgram.mFeatures.hasGamma = true; gTerrainProgram.mShaderFiles.clear(); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); @@ -895,6 +897,8 @@ BOOL LLViewerShaderMgr::loadShadersWater() gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; gTerrainWaterProgram.mFeatures.hasAtmospherics = true; gTerrainWaterProgram.mFeatures.hasWaterFog = true; + gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0; + gTerrainWaterProgram.mFeatures.disableTextureIndex = true; gTerrainWaterProgram.mShaderFiles.clear(); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); -- cgit v1.2.3 From 969aa248a4c398dd0608a447f99cf74683d09f65 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 28 Oct 2011 16:26:20 -0500 Subject: SH-2633 Fix for avatar hair turning white when editing appearance --- indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl | 5 +++-- .../app_settings/shaders/class1/deferred/avatarAlphaV.glsl | 10 ++++++---- .../app_settings/shaders/class1/objects/simpleNoColorV.glsl | 6 ++++-- .../app_settings/shaders/class2/deferred/avatarAlphaV.glsl | 7 ++++--- .../shaders/class2/windlight/atmosphericsVarsV.glsl | 4 +++- indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 6 ++++-- 6 files changed, 24 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 2901e18db8..19203ab670 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -32,6 +32,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +uniform vec4 color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -61,8 +62,8 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); - vertex_color = color; + vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0)); + vertex_color = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index acbc3f7e15..d7b90978ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -52,6 +52,8 @@ VARYING vec2 vary_texcoord0; uniform float near_clip; +uniform vec4 color; + uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; @@ -123,17 +125,17 @@ void main() col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - vary_pointlight_col = col.rgb; + vary_pointlight_col = col.rgb*color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb; - vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); + vary_ambient = col.rgb*color.rgb; + vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - col.rgb = min(col.rgb, 1.0); + col.rgb = col.rgb * color.rgb; vertex_color = col; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 706627e175..0be52a52af 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -28,6 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +uniform vec4 color; + ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 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; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 63c7a6b13d..9c7a332417 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -49,6 +49,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +uniform vec4 color; uniform float near_clip; uniform float shadow_offset; @@ -125,17 +126,17 @@ void main() col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - vary_pointlight_col = col.rgb; + vary_pointlight_col = col.rgb*color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb; + vary_ambient = col.rgb*color.rgb; vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - col.rgb = min(col.rgb, 1.0); + col.rgb = col.rgb*color.rgb; vertex_color = col; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 01605e5b25..ba2ed6b1ce 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -27,6 +27,7 @@ VARYING vec3 vary_AdditiveColor; VARYING float vary_AtmosAttenuation; +vec3 additive_color; vec3 atmos_attenuation; vec3 sunlit_color; vec3 amblit_color; @@ -43,7 +44,7 @@ vec3 getAmblitColor() vec3 getAdditiveColor() { - return vary_AdditiveColor; + return additive_color; } vec3 getAtmosAttenuation() { @@ -72,6 +73,7 @@ void setAmblitColor(vec3 v) void setAdditiveColor(vec3 v) { + additive_color = v; vary_AdditiveColor = v; } diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 7fb3cb6552..721054b5ad 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -37,6 +37,8 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); +uniform vec4 color; + uniform vec4 gWindDir; uniform vec4 gSinWaveParams; uniform vec4 gGravity; @@ -125,8 +127,8 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); - vertex_color = color; + vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.0)); + vertex_color = col; gl_Position = projection_matrix * pos; } -- cgit v1.2.3 From 4cdf3961253b49093bf3e2fceda0099cedef4295 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Fri, 28 Oct 2011 17:48:24 -0400 Subject: STORM-591 As a music fan, I want audio to fade in gently so my immersion is increased Co-written with Robin Cornelius --- indra/newview/app_settings/settings.xml | 22 ++ indra/newview/lloverlaybar.cpp | 378 -------------------------------- indra/newview/lloverlaybar.h | 95 -------- indra/newview/llpanelnearbymedia.cpp | 24 +- indra/newview/llpanelnearbymedia.h | 1 - indra/newview/llvieweraudio.cpp | 211 +++++++++++++++++- indra/newview/llvieweraudio.h | 41 ++++ indra/newview/llviewermedia.cpp | 22 +- indra/newview/llviewerparcelmgr.cpp | 55 +++-- 9 files changed, 320 insertions(+), 529 deletions(-) delete mode 100644 indra/newview/lloverlaybar.cpp delete mode 100644 indra/newview/lloverlaybar.h (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3c53a9d44c..c7300cc1bb 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -192,6 +192,28 @@ Value 1 + AudioMusicFadeIn + + Comment + Fade in time in seconds for music streams + Persist + 1 + Type + F32 + Value + 5.0 + + AudioMusicFadeOut + + Comment + Fade out time in seconds for music streams + Persist + 1 + Type + F32 + Value + 5.0 + AudioLevelAmbient Comment diff --git a/indra/newview/lloverlaybar.cpp b/indra/newview/lloverlaybar.cpp deleted file mode 100644 index c2bbec0470..0000000000 --- a/indra/newview/lloverlaybar.cpp +++ /dev/null @@ -1,378 +0,0 @@ -/** - * @file lloverlaybar.cpp - * @brief LLOverlayBar class implementation - * - * $LicenseInfo:firstyear=2002&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ - -// Temporary buttons that appear at the bottom of the screen when you -// are in a mode. - -#include "llviewerprecompiledheaders.h" - -#include "lloverlaybar.h" - -#include "llaudioengine.h" -#include "llrender.h" -#include "llagent.h" -#include "llbutton.h" -#include "llfocusmgr.h" -#include "llimview.h" -#include "llmediaremotectrl.h" -#include "llparcel.h" -#include "lltextbox.h" -#include "llui.h" -#include "llviewercontrol.h" -#include "llviewertexturelist.h" -#include "llviewerjoystick.h" -#include "llviewermedia.h" -#include "llviewermenu.h" // handle_reset_view() -#include "llviewermedia.h" -#include "llviewerparcelmedia.h" -#include "llviewerparcelmgr.h" -#include "lluictrlfactory.h" -#include "llviewerwindow.h" -#include "llvoiceclient.h" -#include "llvoavatarself.h" -#include "llvoiceremotectrl.h" -#include "llmediactrl.h" -#include "llselectmgr.h" - -// -// Globals -// - -LLOverlayBar *gOverlayBar = NULL; - -extern S32 MENU_BAR_HEIGHT; - -// -// Functions -// - - - -void* LLOverlayBar::createMediaRemote(void* userdata) -{ - LLOverlayBar *self = (LLOverlayBar*)userdata; - self->mMediaRemote = new LLMediaRemoteCtrl (); - return self->mMediaRemote; -} - -void* LLOverlayBar::createVoiceRemote(void* userdata) -{ - LLOverlayBar *self = (LLOverlayBar*)userdata; - self->mVoiceRemote = new LLVoiceRemoteCtrl(); - return self->mVoiceRemote; -} - -LLOverlayBar::LLOverlayBar() - : LLPanel(), - mMediaRemote(NULL), - mVoiceRemote(NULL), - mMusicState(STOPPED) -{ - setMouseOpaque(FALSE); - setIsChrome(TRUE); - - mBuilt = false; - - mFactoryMap["media_remote"] = LLCallbackMap(LLOverlayBar::createMediaRemote, this); - mFactoryMap["voice_remote"] = LLCallbackMap(LLOverlayBar::createVoiceRemote, this); - - LLUICtrlFactory::getInstance()->buildPanel(this, "panel_overlaybar.xml"); -} - -BOOL LLOverlayBar::postBuild() -{ - childSetAction("Set Not Busy",onClickSetNotBusy,this); - childSetAction("Mouselook",onClickMouselook,this); - childSetAction("Stand Up",onClickStandUp,this); - childSetAction("Flycam",onClickFlycam,this); - childSetVisible("chat_bar", gSavedSettings.getBOOL("ChatVisible")); - - mVoiceRemote->expandOrCollapse(); - mMediaRemote->expandOrCollapse(); - - setFocusRoot(TRUE); - mBuilt = true; - - layoutButtons(); - return TRUE; -} - -LLOverlayBar::~LLOverlayBar() -{ - // LLView destructor cleans up children -} - -// virtual -void LLOverlayBar::reshape(S32 width, S32 height, BOOL called_from_parent) -{ - LLView::reshape(width, height, called_from_parent); - - if (mBuilt) - { - layoutButtons(); - } -} - -void LLOverlayBar::layoutButtons() -{ - LLView* state_buttons_panel = getChildView("state_buttons"); - - if (state_buttons_panel->getVisible()) - { - LLViewQuery query; - LLWidgetTypeFilter widget_filter; - query.addPreFilter(LLEnabledFilter::getInstance()); - query.addPreFilter(&widget_filter); - - child_list_t button_list = query(state_buttons_panel); - - const S32 MAX_BAR_WIDTH = 600; - S32 bar_width = llclamp(state_buttons_panel->getRect().getWidth(), 0, MAX_BAR_WIDTH); - - // calculate button widths - const S32 MAX_BUTTON_WIDTH = 150; - const S32 STATUS_BAR_PAD = 10; - S32 segment_width = llclamp(lltrunc((F32)(bar_width) / (F32)button_list.size()), 0, MAX_BUTTON_WIDTH); - S32 btn_width = segment_width - STATUS_BAR_PAD; - - // Evenly space all buttons, starting from left - S32 left = 0; - S32 bottom = 1; - - for (child_list_reverse_iter_t child_iter = button_list.rbegin(); - child_iter != button_list.rend(); ++child_iter) - { - LLView *view = *child_iter; - LLRect r = view->getRect(); - r.setOriginAndSize(left, bottom, btn_width, r.getHeight()); - view->setRect(r); - left += segment_width; - } - } -} - -// Per-frame updates of visibility -void LLOverlayBar::refresh() -{ - BOOL buttons_changed = FALSE; - - BOOL im_received = gIMMgr->getIMReceived(); - LLButton* button = getChild("IM Received"); - if (button && button->getVisible() != im_received) - { - button->setVisible(im_received); - sendChildToFront(button); - moveChildToBackOfTabGroup(button); - buttons_changed = TRUE; - } - - BOOL busy = gAgent.getBusy(); - button = getChild("Set Not Busy"); - if (button && button->getVisible() != busy) - { - button->setVisible(busy); - sendChildToFront(button); - moveChildToBackOfTabGroup(button); - buttons_changed = TRUE; - } - - BOOL flycam = LLViewerJoystick::getInstance()->getOverrideCamera(); - button = getChild("Flycam"); - if (button && button->getVisible() != flycam) - { - button->setVisible(flycam); - sendChildToFront(button); - moveChildToBackOfTabGroup(button); - buttons_changed = TRUE; - } - - BOOL mouselook_grabbed; - mouselook_grabbed = gAgent.isControlGrabbed(CONTROL_ML_LBUTTON_DOWN_INDEX) - || gAgent.isControlGrabbed(CONTROL_ML_LBUTTON_UP_INDEX); - button = getChild("Mouselook"); - - if (button && button->getVisible() != mouselook_grabbed) - { - button->setVisible(mouselook_grabbed); - sendChildToFront(button); - moveChildToBackOfTabGroup(button); - buttons_changed = TRUE; - } - - BOOL sitting = FALSE; - if (gAgent.getAvatarObject()) - { - sitting = gAgent.getAvatarObject()->isSitting(); - } - button = getChild("Stand Up"); - - if (button && button->getVisible() != sitting) - { - button->setVisible(sitting); - sendChildToFront(button); - moveChildToBackOfTabGroup(button); - buttons_changed = TRUE; - } - - - moveChildToBackOfTabGroup(mMediaRemote); - moveChildToBackOfTabGroup(mVoiceRemote); - - // turn off the whole bar in mouselook - if (gAgent.cameraMouselook()) - { - childSetVisible("media_remote_container", FALSE); - childSetVisible("voice_remote_container", FALSE); - childSetVisible("state_buttons", FALSE); - } - else - { - // update "remotes" - childSetVisible("media_remote_container", TRUE); - childSetVisible("voice_remote_container", LLVoiceClient::getInstance()->voiceEnabled()); - childSetVisible("state_buttons", TRUE); - } - - // always let user toggle into and out of chatbar - childSetVisible("chat_bar", gSavedSettings.getBOOL("ChatVisible")); - - if (buttons_changed) - { - layoutButtons(); - } -} - -//----------------------------------------------------------------------- -// Static functions -//----------------------------------------------------------------------- - -// static -void LLOverlayBar::onClickSetNotBusy(void*) -{ - gAgent.clearBusy(); -} - - -// static -void LLOverlayBar::onClickFlycam(void*) -{ - LLViewerJoystick::getInstance()->toggleFlycam(); -} - -// static -void LLOverlayBar::onClickResetView(void* data) -{ - handle_reset_view(); -} - -//static -void LLOverlayBar::onClickMouselook(void*) -{ - gAgent.changeCameraToMouselook(); -} - -//static -void LLOverlayBar::onClickStandUp(void*) -{ - LLSelectMgr::getInstance()->deselectAllForStandingUp(); - gAgent.setControlFlags(AGENT_CONTROL_STAND_UP); -} - -//////////////////////////////////////////////////////////////////////////////// -// static media helpers -// *TODO: Move this into an audio manager abstraction -//static -void LLOverlayBar::mediaStop(void*) -{ - if (!gOverlayBar) - { - // return; - } - LLViewerParcelMedia::stop(); -} -//static -void LLOverlayBar::toggleMediaPlay(void*) -{ - if (!gOverlayBar) - { - // return; - } - - - if (LLViewerParcelMedia::getStatus() == LLViewerMediaImpl::MEDIA_PAUSED) - { - LLViewerParcelMedia::start(); - } - else if(LLViewerParcelMedia::getStatus() == LLViewerMediaImpl::MEDIA_PLAYING) - { - LLViewerParcelMedia::pause(); - } - else - { - LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel(); - if (parcel) - { - LLViewerParcelMedia::play(parcel); - } - } -} - -//static -void LLOverlayBar::toggleMusicPlay(void*) -{ - if (gAudiop->isInternetStreamPlaying() != 1) - { - if (gAudiop) - { - LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel(); - if ( parcel ) - { - // this doesn't work properly when crossing parcel boundaries - even when the - // stream is stopped, it doesn't return the right thing - commenting out for now. - // if ( gAudiop->isInternetStreamPlaying() == 0 ) - { - gAudiop->startInternetStream(parcel->getMusicURL()); - } - } - } - } - //else - //{ - // gOverlayBar->mMusicState = PAUSED; // desired state - // if (gAudiop) - // { - // gAudiop->pauseInternetStream(1); - // } - //} - else - { - if (gAudiop) - { - gAudiop->stopInternetStream(); - } - } -} - diff --git a/indra/newview/lloverlaybar.h b/indra/newview/lloverlaybar.h deleted file mode 100644 index b36f5ebb73..0000000000 --- a/indra/newview/lloverlaybar.h +++ /dev/null @@ -1,95 +0,0 @@ -/** - * @file lloverlaybar.h - * @brief LLOverlayBar class definition - * - * $LicenseInfo:firstyear=2002&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifndef LL_LLOVERLAYBAR_H -#define LL_LLOVERLAYBAR_H - -#include "llpanel.h" - -// "Constants" loaded from settings.xml at start time -extern S32 STATUS_BAR_HEIGHT; - -class LLButton; -class LLLineEditor; -class LLMediaRemoteCtrl; -class LLMessageSystem; -class LLTextBox; -class LLTextEditor; -class LLUICtrl; -class LLUUID; -class LLFrameTimer; -class LLStatGraph; -class LLSlider; -class LLVoiceRemoteCtrl; - -class LLOverlayBar -: public LLPanel -{ -public: - LLOverlayBar(); - ~LLOverlayBar(); - - /*virtual*/ void refresh(); - /*virtual*/ void reshape(S32 width, S32 height, BOOL called_from_parent = TRUE); - /*virtual*/ BOOL postBuild(); - - void layoutButtons(); - - // helpers for returning desired state - BOOL musicPlaying() { return mMusicState == PLAYING; } - - static void onClickSetNotBusy(void* data); - static void onClickMouselook(void* data); - static void onClickStandUp(void* data); - static void onClickResetView(void* data); - static void onClickFlycam(void* data); - - //static media helper functions - static void toggleMediaPlay(void*); - static void toggleMusicPlay(void*); - static void musicPause(void*); - static void musicStop(void*); - static void mediaStop(void*); - - static void toggleAudioVolumeFloater(void*); - -protected: - static void* createMediaRemote(void* userdata); - static void* createVoiceRemote(void* userdata); - - void enableMediaButtons(); - -protected: - LLMediaRemoteCtrl* mMediaRemote; - LLVoiceRemoteCtrl* mVoiceRemote; - bool mBuilt; // dialog constructed yet? - enum { STOPPED=0, PLAYING=1, PAUSED=2 }; - S32 mMusicState; -}; - -extern LLOverlayBar* gOverlayBar; - -#endif diff --git a/indra/newview/llpanelnearbymedia.cpp b/indra/newview/llpanelnearbymedia.cpp index 2bbd15ae11..53fc64f089 100644 --- a/indra/newview/llpanelnearbymedia.cpp +++ b/indra/newview/llpanelnearbymedia.cpp @@ -52,6 +52,7 @@ #include "llvovolume.h" #include "llstatusbar.h" #include "llsdutil.h" +#include "llvieweraudio.h" #include "llfloaterreg.h" #include "llfloaterpreference.h" // for the gear icon @@ -808,7 +809,7 @@ bool LLPanelNearByMedia::setDisabled(const LLUUID &row_id, bool disabled) if (row_id == PARCEL_AUDIO_LIST_ITEM_UUID) { if (disabled) onClickParcelAudioStop(); - else onClickParcelAudioStart(); + else onClickParcelAudioPlay(); return true; } else if (row_id == PARCEL_MEDIA_LIST_ITEM_UUID) @@ -857,24 +858,11 @@ void LLPanelNearByMedia::onClickParcelMediaPause() LLViewerParcelMedia::pause(); } -void LLPanelNearByMedia::onClickParcelAudioStart() -{ - // User *explicitly* started the internet stream, so keep the stream - // playing and updated as they cross to other parcels etc. - mParcelAudioAutoStart = true; - - if (!gAudiop) - return; - - gAudiop->startInternetStream(LLViewerMedia::getParcelAudioURL()); -} - void LLPanelNearByMedia::onClickParcelAudioPlay() { // User *explicitly* started the internet stream, so keep the stream // playing and updated as they cross to other parcels etc. mParcelAudioAutoStart = true; - if (!gAudiop) return; @@ -883,8 +871,9 @@ void LLPanelNearByMedia::onClickParcelAudioPlay() // 'false' means unpause gAudiop->pauseInternetStream(false); } - else { - gAudiop->startInternetStream(LLViewerMedia::getParcelAudioURL()); + else + { + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLViewerMedia::getParcelAudioURL()); } } @@ -894,11 +883,10 @@ void LLPanelNearByMedia::onClickParcelAudioStop() // re-start audio when i.e. they move to another parcel, until // they explicitly start it again. mParcelAudioAutoStart = false; - if (!gAudiop) return; - gAudiop->stopInternetStream(); + LLViewerAudio::getInstance()->stopInternetStreamWithAutoFade(); } void LLPanelNearByMedia::onClickParcelAudioPause() diff --git a/indra/newview/llpanelnearbymedia.h b/indra/newview/llpanelnearbymedia.h index be4d313743..c3634de9b4 100644 --- a/indra/newview/llpanelnearbymedia.h +++ b/indra/newview/llpanelnearbymedia.h @@ -115,7 +115,6 @@ private: void onClickParcelMediaPause(); void onClickParcelAudioPlay(); void onClickParcelAudioStop(); - void onClickParcelAudioStart(); void onClickParcelAudioPause(); void onCheckAutoPlay(); void onAdvancedButtonClick(); diff --git a/indra/newview/llvieweraudio.cpp b/indra/newview/llvieweraudio.cpp index f7fa5690d6..8fd1ca3807 100644 --- a/indra/newview/llvieweraudio.cpp +++ b/indra/newview/llvieweraudio.cpp @@ -37,9 +37,212 @@ #include "llvoiceclient.h" #include "llviewermedia.h" #include "llprogressview.h" +#include "llcallbacklist.h" ///////////////////////////////////////////////////////// +LLViewerAudio::LLViewerAudio() : + mDone(true), + mFadeState(FADE_IDLE), + mFadeTime(), + mIdleListnerActive(false) +{ +} + +LLViewerAudio::~LLViewerAudio() +{ +} + +void LLViewerAudio::registerIdleListener() +{ + if(mIdleListnerActive==false) + { + mIdleListnerActive = true; + doOnIdleRepeating(boost::bind(boost::bind(&LLViewerAudio::onIdleUpdate, this))); + } + +} + +void LLViewerAudio::startInternetStreamWithAutoFade(std::string streamURI) +{ + llinfos << "DBG streamURI: " << streamURI << llendl; + llinfos << "DBG mNextStreamURI: " << mNextStreamURI << llendl; + if (mFadeState == FADE_OUT) {llinfos << "DBG mFadeState: FADE_OUT " << llendl;} + if (mFadeState == FADE_IN) {llinfos << "DBG mFadeState: FADE_IN " << llendl;} + if (mFadeState == FADE_IDLE) {llinfos << "DBG mFadeState: FADE_IDLE " << llendl;} + + // Old and new stream are identical + if (mNextStreamURI == streamURI) + { + return; + } + + // Record the URI we are going to be switching to + mNextStreamURI = streamURI; + + if (mFadeState == FADE_IDLE) + { + // If a stream is playing fade it out first + if (!gAudiop->getInternetStreamURL().empty()) + { + mFadeState = FADE_OUT; +llinfos << "DBG new mFadeState: OUT" << llendl; + } + // Otherwise the new stream can be faded in + else + { + mFadeState = FADE_IN; +llinfos << "DBG new mFadeState: IN" << llendl; + + gAudiop->startInternetStream(mNextStreamURI); + startFading(); + registerIdleListener(); + return; + } + } + + if (mFadeState == FADE_OUT) + { + startFading(); + registerIdleListener(); + return; + } + + if (mFadeState == FADE_IN) + { + registerIdleListener(); + return; + } +} + +// We want onIdleUpdate callback to keep firing whilst we are fading out. Once we have completed the fade +// out, we switch the stream and start a fade in, and we don't care about idle updates anymore. +// A return of false from onIdleUpdate means it will be called again next idle update. +// A return of true means we have finished with it and the callback will be deleted. +bool LLViewerAudio::onIdleUpdate() +{ + if (mDone) + { + if (mFadeState == FADE_OUT) {llinfos << "DBG mFadeState: FADE_OUT " << llendl;} + if (mFadeState == FADE_IN) {llinfos << "DBG mFadeState: FADE_IN " << llendl;} + if (mFadeState == FADE_IDLE) {llinfos << "DBG mFadeState: FADE_IDLE " << llendl;} + + // This should be a rare or never occurring state. + if (mFadeState == FADE_IDLE) + { + deregisterIdleListener(); + return true; // Stop calling onIdleUpdate + } + + // we have finished the current fade operation + if (mFadeState == FADE_OUT) + { + // Clear URI + gAudiop->startInternetStream(LLStringUtil::null); + gAudiop->stopInternetStream(); + + if (!mNextStreamURI.empty()) + { + mFadeState = FADE_IN; +llinfos << "DBG new mFadeState: IN" << llendl; + gAudiop->startInternetStream(mNextStreamURI); + startFading(); + return false; + } + else + { + mFadeState = FADE_IDLE; +llinfos << "DBG new mFadeState: IDLE" << llendl; + deregisterIdleListener(); + return true; // Stop calling onIdleUpdate + } + } + else if (mFadeState == FADE_IN) + { + if (mNextStreamURI != gAudiop->getInternetStreamURL()) + { + mFadeState = FADE_OUT; + startFading(); + return false; +llinfos << "DBG new mFadeState: OUT" << llendl; + } + else + { + mFadeState = FADE_IDLE; +llinfos << "DBG new mFadeState: IDLE" << llendl; + deregisterIdleListener(); + return true; // Stop calling onIdleUpdate + } + } + } + + return false; +} + +void LLViewerAudio::stopInternetStreamWithAutoFade() +{ +llinfos << "DBG stopping stream" << llendl; + mFadeState = FADE_IDLE; +llinfos << "DBG new mFadeState: IDLE" << llendl; + mNextStreamURI = LLStringUtil::null; + mDone = true; +llinfos << "DBG mDone: true" << llendl; + + gAudiop->startInternetStream(LLStringUtil::null); + gAudiop->stopInternetStream(); +} + +void LLViewerAudio::startFading() +{ +llinfos << "DBG startFading" << llendl; + + if(mDone) + { + // The fade state here should only be one of FADE_IN or FADE_OUT, but, in case it is not, + // rather than check for both states assume a fade in and check for the fade out case. + mFadeTime = llmax(0.0f, gSavedSettings.getF32("AudioMusicFadeIn")); + if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT) + { + mFadeTime = llmax(0.0f, gSavedSettings.getF32("AudioMusicFadeOut")); + } + stream_fade_timer.reset(); + stream_fade_timer.setTimerExpirySec(mFadeTime); + mDone = false; +llinfos << "DBG mDone: false" << llendl; + } +} + +F32 LLViewerAudio::getFadeVolume() +{ + F32 fade_volume = 1.0f; + + if (stream_fade_timer.hasExpired()) + { + mDone = true; + // If we have been fading out set volume to 0 until the next fade state occurs to prevent + // an audio transient. + if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT) + { + fade_volume = 0.0f; + } + } + + if (!mDone) + { + // Calculate how far we are into the fade time + fade_volume = stream_fade_timer.getElapsedTimeF32() / mFadeTime; + + if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT) + { + // If we are not fading in then we are fading out, so invert the fade + // direction; start loud and move towards zero volume. + fade_volume = 1.0f - fade_volume; + } + } + + return fade_volume; +} + void init_audio() { if (!gAudiop) @@ -145,9 +348,11 @@ void audio_update_volume(bool force_update) { F32 music_volume = gSavedSettings.getF32("AudioLevelMusic"); BOOL music_muted = gSavedSettings.getBOOL("MuteMusic"); - music_volume = mute_volume * master_volume * music_volume; - gAudiop->setInternetStreamGain ( music_muted || progress_view_visible ? 0.f : music_volume ); - + F32 fade_volume = LLViewerAudio::getInstance()->getFadeVolume(); +llinfos << "DBG fade_volume:" << fade_volume << llendl; + + music_volume = mute_volume * master_volume * music_volume * fade_volume; + gAudiop->setInternetStreamGain (music_muted ? 0.f : music_volume); } // Streaming Media diff --git a/indra/newview/llvieweraudio.h b/indra/newview/llvieweraudio.h index e5916285fb..316d7b32d2 100644 --- a/indra/newview/llvieweraudio.h +++ b/indra/newview/llvieweraudio.h @@ -27,6 +27,10 @@ #ifndef LL_VIEWERAUDIO_H #define LL_VIEWERAUDIO_H +#include "llframetimer.h" +#include "llthread.h" +#include "llsingleton.h" + // comment out to turn off wind #define kAUDIO_ENABLE_WIND //#define kAUDIO_ENABLE_WATER 1 // comment out to turn off water @@ -38,4 +42,41 @@ void audio_update_volume(bool force_update = true); void audio_update_listener(); void audio_update_wind(bool force_update = true); +class LLViewerAudio : public LLSingleton +{ +public: + + enum EFadeState + { + FADE_IDLE, + FADE_IN, + FADE_OUT, + }; + + LLViewerAudio(); + virtual ~LLViewerAudio(); + + void startInternetStreamWithAutoFade(std::string streamURI); + void stopInternetStreamWithAutoFade(); + + bool LLViewerAudio::onIdleUpdate(); + + EFadeState getFadeState() { return mFadeState; } + bool isDone() { return mDone; }; + F32 getFadeVolume(); + +private: + + bool mDone; + F32 mFadeTime; + std::string mNextStreamURI; + EFadeState mFadeState; + LLFrameTimer stream_fade_timer; + bool mIdleListnerActive; + + void registerIdleListener(); + void deregisterIdleListener() { mIdleListnerActive = false; }; + void startFading(); +}; + #endif //LL_VIEWER_H diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index 41b4dc01e8..148bfbf080 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -66,7 +66,7 @@ //#include "llfirstuse.h" #include "llviewernetwork.h" #include "llwindow.h" - +#include "llvieweraudio.h" #include "llfloatermediabrowser.h" // for handling window close requests and geometry change requests in media browser windows. #include "llfloaterwebcontent.h" // for handling window close requests and geometry change requests in media browser windows. @@ -967,7 +967,7 @@ void LLViewerMedia::updateMedia(void *dummy_arg) { if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio()) { - gAudiop->stopInternetStream(); + LLViewerAudio::getInstance()->stopInternetStreamWithAutoFade(); } } pimpl->setPriority(new_priority); @@ -1069,13 +1069,24 @@ void LLViewerMedia::setAllMediaEnabled(bool val) gAudiop && LLViewerMedia::hasParcelAudio()) { - gAudiop->startInternetStream(LLViewerMedia::getParcelAudioURL()); + if (LLAudioEngine::AUDIO_PAUSED == gAudiop->isInternetStreamPlaying()) + { + // 'false' means unpause + gAudiop->pauseInternetStream(false); + } + else + { + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLViewerMedia::getParcelAudioURL()); + } } } else { // This actually unloads the impl, as opposed to "stop"ping the media LLViewerParcelMedia::stop(); - if (gAudiop) gAudiop->stopInternetStream(); + if (gAudiop) + { + LLViewerAudio::getInstance()->stopInternetStreamWithAutoFade(); + } } } @@ -1488,8 +1499,7 @@ void LLViewerMedia::setOpenIDCookie() new LLViewerMediaWebProfileResponder(raw_profile_url.getAuthority()), headers); - // FUI: No longer perform the user_status query - //doOnetimeEarlyHTTPRequests(); + doOnetimeEarlyHTTPRequests(); } } diff --git a/indra/newview/llviewerparcelmgr.cpp b/indra/newview/llviewerparcelmgr.cpp index 8db72da1ee..928a84e7eb 100644 --- a/indra/newview/llviewerparcelmgr.cpp +++ b/indra/newview/llviewerparcelmgr.cpp @@ -67,6 +67,7 @@ #include "llworld.h" #include "roles_constants.h" #include "llweb.h" +#include "llvieweraudio.h" const F32 PARCEL_COLLISION_DRAW_SECS = 1.f; @@ -1725,7 +1726,11 @@ void LLViewerParcelMgr::processParcelProperties(LLMessageSystem *msg, void **use } else { - // look for music. + // Check for video + LLViewerParcelMedia::update( parcel ); + + // Then check for music. Do this last, as there may be a delay waiting for + // the stream fading thread to finish. if (gAudiop) { if (parcel) @@ -1736,46 +1741,36 @@ void LLViewerParcelMgr::processParcelProperties(LLMessageSystem *msg, void **use std::string music_url = music_url_raw; LLStringUtil::trim(music_url); - // On entering a new parcel, stop the last stream if the - // new parcel has a different music url. (Empty URL counts - // as different.) const std::string& stream_url = gAudiop->getInternetStreamURL(); - if (music_url.empty() || music_url != stream_url) + // If there is a new music URL and it's valid, play it. + if (music_url.size() > 12) { - // URL is different from one currently playing. - gAudiop->stopInternetStream(); - - // If there is a new music URL and it's valid, play it. - if (music_url.size() > 12) + if (music_url.substr(0,7) == "http://") { - if (music_url.substr(0,7) == "http://") - { - optionally_start_music(music_url); - } - else - { - llinfos << "Stopping parcel music (invalid audio stream URL)" << llendl; - // clears the URL - gAudiop->startInternetStream(LLStringUtil::null); - } + optionally_start_music(music_url); } - else if (!gAudiop->getInternetStreamURL().empty()) + else { - llinfos << "Stopping parcel music (parcel stream URL is empty)" << llendl; - gAudiop->startInternetStream(LLStringUtil::null); + llinfos << "Stopping parcel music (invalid audio stream URL)" << llendl; + // clears the URL + // null value causes fade out + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLStringUtil::null); } } + else if (!gAudiop->getInternetStreamURL().empty()) + { + llinfos << "Stopping parcel music (parcel stream URL is empty)" << llendl; + // null value causes fade out + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLStringUtil::null); + } } else { // Public land has no music - gAudiop->stopInternetStream(); + LLViewerAudio::getInstance()->stopInternetStreamWithAutoFade(); } }//if gAudiop - - // now check for video - LLViewerParcelMedia::update( parcel ); }; } @@ -1794,7 +1789,11 @@ void optionally_start_music(const std::string& music_url) gSavedSettings.getBOOL("MediaTentativeAutoPlay"))) { llinfos << "Starting parcel music " << music_url << llendl; - gAudiop->startInternetStream(music_url); + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(music_url); + } + else + { + LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLStringUtil::null); } } } -- cgit v1.2.3 From 5663f41a7a3dafb4650b49ebc0c86140136239cd Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Fri, 28 Oct 2011 17:54:42 -0400 Subject: STORM-591 Fix minor merge error regression --- indra/newview/llviewermedia.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index 148bfbf080..a85f70b599 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -1499,7 +1499,8 @@ void LLViewerMedia::setOpenIDCookie() new LLViewerMediaWebProfileResponder(raw_profile_url.getAuthority()), headers); - doOnetimeEarlyHTTPRequests(); + // FUI: No longer perform the user_status query + //doOnetimeEarlyHTTPRequests(); } } -- cgit v1.2.3 From 526f71053a9fb18e95993343a0fd826023bda683 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Sat, 29 Oct 2011 05:01:23 -0400 Subject: STORM-591 Comment out debugging llinfos lines --- indra/newview/llvieweraudio.cpp | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llvieweraudio.cpp b/indra/newview/llvieweraudio.cpp index 8fd1ca3807..10ba54356c 100644 --- a/indra/newview/llvieweraudio.cpp +++ b/indra/newview/llvieweraudio.cpp @@ -65,12 +65,12 @@ void LLViewerAudio::registerIdleListener() void LLViewerAudio::startInternetStreamWithAutoFade(std::string streamURI) { - llinfos << "DBG streamURI: " << streamURI << llendl; +/* llinfos << "DBG streamURI: " << streamURI << llendl; llinfos << "DBG mNextStreamURI: " << mNextStreamURI << llendl; if (mFadeState == FADE_OUT) {llinfos << "DBG mFadeState: FADE_OUT " << llendl;} if (mFadeState == FADE_IN) {llinfos << "DBG mFadeState: FADE_IN " << llendl;} if (mFadeState == FADE_IDLE) {llinfos << "DBG mFadeState: FADE_IDLE " << llendl;} - +*/ // Old and new stream are identical if (mNextStreamURI == streamURI) { @@ -86,13 +86,13 @@ void LLViewerAudio::startInternetStreamWithAutoFade(std::string streamURI) if (!gAudiop->getInternetStreamURL().empty()) { mFadeState = FADE_OUT; -llinfos << "DBG new mFadeState: OUT" << llendl; +//llinfos << "DBG new mFadeState: OUT" << llendl; } // Otherwise the new stream can be faded in else { mFadeState = FADE_IN; -llinfos << "DBG new mFadeState: IN" << llendl; +//llinfos << "DBG new mFadeState: IN" << llendl; gAudiop->startInternetStream(mNextStreamURI); startFading(); @@ -123,10 +123,10 @@ bool LLViewerAudio::onIdleUpdate() { if (mDone) { - if (mFadeState == FADE_OUT) {llinfos << "DBG mFadeState: FADE_OUT " << llendl;} +/* if (mFadeState == FADE_OUT) {llinfos << "DBG mFadeState: FADE_OUT " << llendl;} if (mFadeState == FADE_IN) {llinfos << "DBG mFadeState: FADE_IN " << llendl;} if (mFadeState == FADE_IDLE) {llinfos << "DBG mFadeState: FADE_IDLE " << llendl;} - +*/ // This should be a rare or never occurring state. if (mFadeState == FADE_IDLE) { @@ -144,7 +144,7 @@ bool LLViewerAudio::onIdleUpdate() if (!mNextStreamURI.empty()) { mFadeState = FADE_IN; -llinfos << "DBG new mFadeState: IN" << llendl; +//llinfos << "DBG new mFadeState: IN" << llendl; gAudiop->startInternetStream(mNextStreamURI); startFading(); return false; @@ -152,7 +152,7 @@ llinfos << "DBG new mFadeState: IN" << llendl; else { mFadeState = FADE_IDLE; -llinfos << "DBG new mFadeState: IDLE" << llendl; +//llinfos << "DBG new mFadeState: IDLE" << llendl; deregisterIdleListener(); return true; // Stop calling onIdleUpdate } @@ -164,12 +164,12 @@ llinfos << "DBG new mFadeState: IDLE" << llendl; mFadeState = FADE_OUT; startFading(); return false; -llinfos << "DBG new mFadeState: OUT" << llendl; +//llinfos << "DBG new mFadeState: OUT" << llendl; } else { mFadeState = FADE_IDLE; -llinfos << "DBG new mFadeState: IDLE" << llendl; +//llinfos << "DBG new mFadeState: IDLE" << llendl; deregisterIdleListener(); return true; // Stop calling onIdleUpdate } @@ -181,12 +181,12 @@ llinfos << "DBG new mFadeState: IDLE" << llendl; void LLViewerAudio::stopInternetStreamWithAutoFade() { -llinfos << "DBG stopping stream" << llendl; +//llinfos << "DBG stopping stream" << llendl; mFadeState = FADE_IDLE; -llinfos << "DBG new mFadeState: IDLE" << llendl; +//llinfos << "DBG new mFadeState: IDLE" << llendl; mNextStreamURI = LLStringUtil::null; mDone = true; -llinfos << "DBG mDone: true" << llendl; +//llinfos << "DBG mDone: true" << llendl; gAudiop->startInternetStream(LLStringUtil::null); gAudiop->stopInternetStream(); @@ -194,7 +194,7 @@ llinfos << "DBG mDone: true" << llendl; void LLViewerAudio::startFading() { -llinfos << "DBG startFading" << llendl; +//llinfos << "DBG startFading" << llendl; if(mDone) { @@ -208,7 +208,7 @@ llinfos << "DBG startFading" << llendl; stream_fade_timer.reset(); stream_fade_timer.setTimerExpirySec(mFadeTime); mDone = false; -llinfos << "DBG mDone: false" << llendl; +//llinfos << "DBG mDone: false" << llendl; } } @@ -349,7 +349,7 @@ void audio_update_volume(bool force_update) F32 music_volume = gSavedSettings.getF32("AudioLevelMusic"); BOOL music_muted = gSavedSettings.getBOOL("MuteMusic"); F32 fade_volume = LLViewerAudio::getInstance()->getFadeVolume(); -llinfos << "DBG fade_volume:" << fade_volume << llendl; +//llinfos << "DBG fade_volume:" << fade_volume << llendl; music_volume = mute_volume * master_volume * music_volume * fade_volume; gAudiop->setInternetStreamGain (music_muted ? 0.f : music_volume); -- cgit v1.2.3 From 5406ebad3e2073a860ced69094bbfb76880ce999 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 31 Oct 2011 17:20:44 -0500 Subject: SH-2521 Put back "high detail" terrain render when basic shaders disabled (still broken). --- indra/newview/lldrawpoolterrain.cpp | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index d61df9c048..3e9d30283a 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -198,7 +198,7 @@ void LLDrawPoolTerrain::render(S32 pass) return; } // Render simplified land if video card can't do sufficient multitexturing - if (!LLGLSLShader::sNoFixedFunction || !gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2)) + if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2)) { renderSimple(); // Render without multitexture return; @@ -223,11 +223,16 @@ void LLDrawPoolTerrain::render(S32 pass) { gPipeline.enableLightsStatic(); - if (sDetailMode == 0){ + if (sDetailMode == 0) + { renderSimple(); - } else if (gGLManager.mNumTextureUnits < 4){ + } + else if (gGLManager.mNumTextureUnits < 4) + { renderFull2TU(); - } else { + } + else + { renderFull4TU(); } } -- cgit v1.2.3 From 74fcb62b3dc0084c61cdf611b2b95ab3b03203bd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 1 Nov 2011 12:33:59 -0500 Subject: SH-2546 Fix for black avatars and terrain on GF Go 7800 (use vec3 instead of float on varying parameters). --- .../app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl | 2 +- .../app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index e8e56e12c1..765b0927c3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -26,7 +26,7 @@ VARYING vec3 vary_SunlitColor; VARYING vec3 vary_AdditiveColor; -VARYING float vary_AtmosAttenuation; +VARYING vec3 vary_AtmosAttenuation; vec3 getSunlitColor() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index ba2ed6b1ce..99dbee15ee 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -25,7 +25,7 @@ VARYING vec3 vary_AdditiveColor; -VARYING float vary_AtmosAttenuation; +VARYING vec3 vary_AtmosAttenuation; vec3 additive_color; vec3 atmos_attenuation; @@ -80,5 +80,5 @@ void setAdditiveColor(vec3 v) void setAtmosAttenuation(vec3 v) { atmos_attenuation = v; - vary_AtmosAttenuation = v.r; + vary_AtmosAttenuation = v; } -- cgit v1.2.3 From 108cdf58c2def80cf6c88e35c85b6da1c3709b76 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 1 Nov 2011 12:47:06 -0500 Subject: SH-2620 Force FXAA shader to off on OSX --- indra/newview/pipeline.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 76ad7fd83e..85a7691ead 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6405,6 +6405,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) bool multisample = RenderFSAASamples > 1; +#if LL_DARWIN //force FXAA to off on OSX (SH-2620) + multisample = false; +#endif + if (multisample) { //bake out texture2D with RGBL for FXAA shader -- cgit v1.2.3 From b58229a64e2a5c8178f3ac05f944b6cfecc5466b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 1 Nov 2011 14:33:20 -0500 Subject: SH-1427 Fix for sunlight color getting clobbered for non-deferred atmospheric shaders. --- .../app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 89b6a52909..4fe0ef9caf 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -uniform vec4 sunlight_color; +uniform vec4 sunlight_color_copy; uniform vec4 light_ambient; vec3 atmosAmbient(vec3 light) @@ -33,7 +33,7 @@ vec3 atmosAmbient(vec3 light) vec3 atmosAffectDirectionalLight(float lightIntensity) { - return sunlight_color.rgb * lightIntensity; + return sunlight_color_copy.rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() -- cgit v1.2.3 From 1bea08335b6c2fa31f414db2fe7316a118b2ec18 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 2 Nov 2011 10:55:12 -0500 Subject: SH-2648 Fix for flickering shadows on 40% transparent objects. --- indra/newview/pipeline.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 85a7691ead..fe29333ab2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8149,10 +8149,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LLFastTimer ftm(FTM_SHADOW_ALPHA); gDeferredShadowAlphaMaskProgram.bind(); - gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); + gDeferredShadowAlphaMaskProgram.setAlphaRange(0.598f, 1.f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); gDeferredTreeShadowProgram.bind(); - gDeferredTreeShadowProgram.setAlphaRange(0.6f, 1.f); + gDeferredTreeShadowProgram.setAlphaRange(0.598f, 1.f); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } -- cgit v1.2.3 From 2179e1c1f2f3614678d528fe96640728ce663f2e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 2 Nov 2011 13:13:38 -0500 Subject: SH-2541 Fix for speckles on avatar on some cards -- don't use "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway. --- .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 3 +- .../class1/deferred/diffuseAlphaMaskIndexedF.glsl | 3 +- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 3 +- .../shaders/class1/deferred/impostorF.glsl | 3 +- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 3 +- .../shaders/class1/deferred/treeF.glsl | 3 +- .../shaders/class1/deferred/treeShadowF.glsl | 3 +- .../shaders/class1/interface/alphamaskF.glsl | 3 +- .../shaders/class1/lighting/lightAlphaMaskF.glsl | 3 +- .../class1/lighting/lightAlphaMaskNonIndexedF.glsl | 4 +-- .../class1/lighting/lightFullbrightAlphaMaskF.glsl | 3 +- .../lightFullbrightNonIndexedAlphaMaskF.glsl | 3 +- .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 3 +- .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 3 +- .../class1/lighting/lightWaterAlphaMaskF.glsl | 3 +- .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 3 +- .../shaders/class1/objects/impostorF.glsl | 3 +- indra/newview/lldrawpoolalpha.cpp | 16 +++++----- indra/newview/lldrawpoolavatar.cpp | 12 ++++---- indra/newview/lldrawpoolsimple.cpp | 4 +-- indra/newview/lldrawpooltree.cpp | 6 ++-- indra/newview/lltexlayer.cpp | 34 +++++++++++----------- indra/newview/pipeline.cpp | 4 +-- 23 files changed, 55 insertions(+), 73 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 14b79c37fd..e9989a4e48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragData[3]; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 381fba8813..fdf8d72b38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -30,7 +30,6 @@ out vec4 gl_FragData[3]; VARYING vec3 vary_normal; uniform float minimum_alpha; -uniform float maximum_alpha; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,7 +38,7 @@ void main() { vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index b582ba7f9c..bb20e2ca47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -29,7 +29,6 @@ out vec4 gl_FragData[3]; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 5decddebbb..a44173a2a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragData[3]; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -41,7 +40,7 @@ void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 71b12326d8..46d42d2a4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main() { float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; - if (alpha < minimum_alpha || alpha > maximum_alpha) + if (alpha < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index b934bc6991..ea98d6884c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -34,12 +34,11 @@ VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; uniform float minimum_alpha; -uniform float maximum_alpha; void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 29ec6e6bee..20d0170535 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -39,7 +38,7 @@ void main() { float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - if (alpha < minimum_alpha || alpha > maximum_alpha) + if (alpha < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index 4f2767fc97..d2f5e1987a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -30,7 +30,6 @@ out vec4 gl_FragColor; uniform sampler2D diffuseMap; uniform float minimum_alpha; -uniform float maximum_alpha; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; @@ -38,7 +37,7 @@ VARYING vec4 vertex_color; void main() { vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha || col.a > maximum_alpha) + if (col.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 6815f7aa85..10413bdeb0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 2640668d7d..1164e5b0a6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -28,8 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; - uniform sampler2D diffuseMap; @@ -43,7 +41,7 @@ void default_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 92113d9afa..ba99c0ed71 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void fullbright_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index d1ad3da009..276fad4f44 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -42,7 +41,7 @@ void fullbright_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 32a1c71099..754b2922d9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec4 diffuseLookup(vec2 texcoord); @@ -42,7 +41,7 @@ void fullbright_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 1b5aa61441..f69b907dc7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void fullbright_lighting_water() { vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 60289cf7f7..103dd633c9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); @@ -40,7 +39,7 @@ void default_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index d0038ae89b..bef72752da 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void default_lighting_water() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index e7c81888eb..3c6e22b295 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -38,7 +37,7 @@ void main() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 230c4e2638..54f937d8fd 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -90,7 +90,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS); gDeferredDiffuseAlphaMaskProgram.bind(); - gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f); + gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f); //render alpha masked objects LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); @@ -136,7 +136,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) simple_shader = NULL; fullbright_shader = NULL; gObjectFullbrightAlphaMaskProgram.bind(); - gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f); + gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f); } deferred_render = TRUE; @@ -232,14 +232,14 @@ void LLDrawPoolAlpha::render(S32 pass) if (!LLPipeline::sRenderDeferred || !deferred_render) { simple_shader->bind(); - simple_shader->setAlphaRange(0.33f, 1.f); + simple_shader->setMinimumAlpha(0.33f); pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } if (fullbright_shader) { fullbright_shader->bind(); - fullbright_shader->setAlphaRange(0.33f, 1.f); + fullbright_shader->setMinimumAlpha(0.33f); } pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); //LLGLSLShader::bindNoShader(); @@ -275,16 +275,16 @@ void LLDrawPoolAlpha::render(S32 pass) if (LLPipeline::sImpostorRender) { fullbright_shader->bind(); - fullbright_shader->setAlphaRange(0.5f, 1.f); + fullbright_shader->setMinimumAlpha(0.5f); simple_shader->bind(); - simple_shader->setAlphaRange(0.5f, 1.f); + simple_shader->setMinimumAlpha(0.5f); } else { fullbright_shader->bind(); - fullbright_shader->setAlphaRange(0.f, 1.f); + fullbright_shader->setMinimumAlpha(0.f); simple_shader->bind(); - simple_shader->setAlphaRange(0.f, 1.f); + simple_shader->setMinimumAlpha(0.f); } } else diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 7290a48a1a..60313b25a0 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -576,7 +576,7 @@ void LLDrawPoolAvatar::beginImpostor() if (LLGLSLShader::sNoFixedFunction) { gImpostorProgram.bind(); - gImpostorProgram.setAlphaRange(0.01f, 1.f); + gImpostorProgram.setMinimumAlpha(0.01f); } gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); @@ -608,7 +608,7 @@ void LLDrawPoolAvatar::beginRigid() if (sVertexProgram != NULL) { //eyeballs render with the specular shader sVertexProgram->bind(); - sVertexProgram->setAlphaRange(0.2f, 1.f); + sVertexProgram->setMinimumAlpha(0.2f); } } else @@ -641,7 +641,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor() sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); - sVertexProgram->setAlphaRange(0.01f, 1.f); + sVertexProgram->setMinimumAlpha(0.01f); } void LLDrawPoolAvatar::endDeferredImpostor() @@ -659,7 +659,7 @@ void LLDrawPoolAvatar::beginDeferredRigid() sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; sVertexProgram->bind(); - sVertexProgram->setAlphaRange(0.2f, 1.f); + sVertexProgram->setMinimumAlpha(0.2f); } void LLDrawPoolAvatar::endDeferredRigid() @@ -716,7 +716,7 @@ void LLDrawPoolAvatar::beginSkinned() if (LLGLSLShader::sNoFixedFunction) { - sVertexProgram->setAlphaRange(0.2f, 1.f); + sVertexProgram->setMinimumAlpha(0.2f); } } @@ -1014,7 +1014,7 @@ void LLDrawPoolAvatar::beginDeferredSkinned() sRenderingSkinned = TRUE; sVertexProgram->bind(); - sVertexProgram->setAlphaRange(0.2f, 1.f); + sVertexProgram->setMinimumAlpha(0.2f); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 80c202d4e2..6e0ea78af2 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -269,7 +269,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) if (mVertexShaderLevel > 0) { simple_shader->bind(); - simple_shader->setAlphaRange(0.5f, 1.f); + simple_shader->setMinimumAlpha(0.5f); } else { @@ -325,7 +325,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); - gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f); + gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index cdf6e1ab52..d198e28c14 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -75,7 +75,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass) if (gPipeline.canUseVertexShaders()) { shader->bind(); - shader->setAlphaRange(0.5f, 1.f); + shader->setMinimumAlpha(0.5f); gGL.diffuseColor4f(1,1,1,1); } else @@ -144,7 +144,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass) shader = &gDeferredTreeProgram; shader->bind(); - shader->setAlphaRange(0.5f, 1.f); + shader->setMinimumAlpha(0.5f); } void LLDrawPoolTree::renderDeferred(S32 pass) @@ -170,7 +170,7 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) gSavedSettings.getF32("RenderDeferredTreeShadowBias")); gDeferredTreeShadowProgram.bind(); - gDeferredTreeShadowProgram.setAlphaRange(0.5f, 1.f); + gDeferredTreeShadowProgram.setMinimumAlpha(0.5f); } void LLDrawPoolTree::renderShadow(S32 pass) diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index 9f5cbf6ec8..6f6d5dbf12 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -300,7 +300,7 @@ BOOL LLTexLayerSetBuffer::render() if (use_shaders) { gAlphaMaskProgram.bind(); - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } LLVertexBuffer::unbind(); @@ -947,7 +947,7 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) LLGLDisable no_alpha(GL_ALPHA_TEST); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.0f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.0f); } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); @@ -957,7 +957,7 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.flush(); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } @@ -987,7 +987,7 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) LLGLDisable no_alpha(GL_ALPHA_TEST); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -999,7 +999,7 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.flush(); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } @@ -1135,7 +1135,7 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, LLGLDisable no_alpha(GL_ALPHA_TEST); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); @@ -1145,7 +1145,7 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, gGL.flush(); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } @@ -1717,7 +1717,7 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) LLGLDisable alpha_test(no_alpha_test ? GL_ALPHA_TEST : 0); if (use_shaders && no_alpha_test) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode(); @@ -1731,7 +1731,7 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (use_shaders && no_alpha_test) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } @@ -1768,14 +1768,14 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) LLGLDisable no_alpha(GL_ALPHA_TEST); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4fv( net_color.mV ); gl_rect_2d_simple( width, height ); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } @@ -1874,14 +1874,14 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) LLGLSNoAlphaTest gls_no_alpha_test; if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.getTexUnit(0)->bind(tex, TRUE); gl_rect_2d_simple_tex( width, height ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } else @@ -1899,7 +1899,7 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) LLGLSNoAlphaTest gls_no_alpha_test; if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.getTexUnit(0)->bind(tex); gl_rect_2d_simple_tex( width, height ); @@ -1907,7 +1907,7 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) success = TRUE; if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } } } @@ -1931,7 +1931,7 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.f); } gGL.setColorMask(false, true); @@ -2011,7 +2011,7 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC if (use_shaders) { - gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + gAlphaMaskProgram.setMinimumAlpha(0.004f); } LLGLSUIDefault gls_ui; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 76ddeab203..152f4728dd 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8154,10 +8154,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LLFastTimer ftm(FTM_SHADOW_ALPHA); gDeferredShadowAlphaMaskProgram.bind(); - gDeferredShadowAlphaMaskProgram.setAlphaRange(0.598f, 1.f); + gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); gDeferredTreeShadowProgram.bind(); - gDeferredTreeShadowProgram.setAlphaRange(0.598f, 1.f); + gDeferredTreeShadowProgram.setMinimumAlpha(0.598f); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } -- cgit v1.2.3 From db8267f95109cccb94cde8b9673df995dddc7a3e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 2 Nov 2011 14:47:01 -0500 Subject: SH-1427 Fix for shader compilation failure when detail set to "mid" --- .../app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 4fe0ef9caf..6ff860362c 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -38,7 +38,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity) vec3 atmosGetDiffuseSunlightColor() { - return sunlight_color.rgb; + return sunlight_color_copy.rgb; } vec3 scaleDownLight(vec3 light) -- cgit v1.2.3 From 089a9ced0dac0acccb4673432863621a4bd19338 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Thu, 3 Nov 2011 08:25:34 -0400 Subject: STORM-1679 Avatar Draw Weight number is always red --- indra/newview/llvoavatar.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index bdab250b49..163ac2dc70 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -8335,7 +8335,7 @@ void LLVOAvatar::getImpostorValues(LLVector4a* extents, LLVector3& angle, F32& d void LLVOAvatar::idleUpdateRenderCost() { static const U32 ARC_BODY_PART_COST = 200; - static const U32 ARC_LIMIT = 2048; + static const U32 ARC_LIMIT = 40000; static std::set all_textures; -- cgit v1.2.3 From e82c0561fa5fa157efec445362b09360346ed382 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Nov 2011 16:14:43 -0500 Subject: SH-2652 Faster depth of field --- indra/newview/app_settings/settings.xml | 2 +- .../app_settings/shaders/class1/deferred/cofF.glsl | 86 +++++++++++++++++ .../shaders/class1/deferred/postDeferredF.glsl | 76 ++------------- indra/newview/llviewershadermgr.cpp | 12 +++ indra/newview/llviewershadermgr.h | 1 + indra/newview/pipeline.cpp | 107 ++++++++++++++++----- 6 files changed, 192 insertions(+), 92 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/cofF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 53ba005b8a..fb73ddf219 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9054,7 +9054,7 @@ Type Boolean Value - 1 + 0 RenderVBOMappingDisable diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl new file mode 100644 index 0000000000..81f00f7d0f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -0,0 +1,86 @@ +/** + * @file cofF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).r; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + + float depth = getDepth(tc); + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor.rgb = diff.rgb + bloom.rgb; + gl_FragColor.a = sc/10.f; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 985f44fb6c..f684e25df8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -30,13 +30,7 @@ out vec4 gl_FragColor; #endif uniform sampler2DRect diffuseRect; -uniform sampler2DRect edgeMap; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2D bloomMap; -uniform float depth_cutoff; -uniform float norm_cutoff; uniform float focal_distance; uniform float blur_constant; uniform float tan_pixel_angle; @@ -47,59 +41,16 @@ uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) +void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -float calc_cof(float depth) -{ - float sc = abs(depth-focal_distance)/-depth*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - sc *= 1.414; - - return sc; -} - -void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; -} -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius - || d < cur_depth) //sampled pixel is further away than current pixel + float sc = s.a*10.0; + + if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -109,30 +60,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } - void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec2 tc = vary_fragcoord.xy; - float depth = getDepth(tc); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - + float sc = diff.a*10.0; + float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) { while (sc > 0.5) { @@ -143,7 +84,7 @@ void main() float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); } sc -= 1.0; } @@ -152,6 +93,5 @@ void main() diff /= w; } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + gl_FragColor = diff; } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 108f008f58..8118d32dc4 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -186,6 +186,7 @@ LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; +LLGLSLShader gDeferredCoFProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; @@ -1013,6 +1014,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); + gDeferredCoFProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); @@ -1425,6 +1427,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredPostProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredCoFProgram.mName = "Deferred CoF Shader"; + gDeferredCoFProgram.mShaderFiles.clear(); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredCoFProgram.createShader(NULL, NULL); + } + if (success) { gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 3f670dfb14..f746d3f115 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -330,6 +330,7 @@ extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostProgram; +extern LLGLSLShader gDeferredCoFProgram; extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 152f4728dd..85899b5ad6 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -443,7 +443,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -6136,7 +6136,7 @@ void LLPipeline::resetVertexBuffers() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; @@ -6487,7 +6487,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } LLGLDisable blend(GL_BLEND); - bindDeferredShader(*shader); + if (dof_enabled) { @@ -6595,41 +6595,102 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; + + bindDeferredShader(*shader); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } + } + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - } - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); + mDeferredLight.flush(); - if (multisample) - { //bloom has already been added, bind black - channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); if (channel > -1) { - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + mDeferredLight.bindTexture(0, channel); } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); } + else + { + bindDeferredShader(*shader); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); + unbindDeferredShader(*shader); + } } } else -- cgit v1.2.3 From 8a8e9ccdb67e7e8a492a4fe1505407ebe128ee18 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Nov 2011 16:15:05 -0500 Subject: SH-2652 Don't allocate 6000+ strings every frame --- indra/newview/llfolderviewitem.cpp | 2 +- indra/newview/llfolderviewitem.h | 2 +- indra/newview/llspatialpartition.cpp | 40 ++++- indra/newview/lltool.h | 2 +- indra/newview/llviewermedia.cpp | 283 +++++++++++++++++++---------------- indra/newview/llviewermedia.h | 2 +- 6 files changed, 199 insertions(+), 132 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfolderviewitem.cpp b/indra/newview/llfolderviewitem.cpp index 622dcfe8dd..02222e430f 100644 --- a/indra/newview/llfolderviewitem.cpp +++ b/indra/newview/llfolderviewitem.cpp @@ -658,7 +658,7 @@ LLViewerInventoryItem * LLFolderViewItem::getInventoryItem(void) return gInventory.getItem(getListener()->getUUID()); } -std::string LLFolderViewItem::getName( void ) const +const std::string& LLFolderViewItem::getName( void ) const { if(mListener) { diff --git a/indra/newview/llfolderviewitem.h b/indra/newview/llfolderviewitem.h index 676eaf825d..be71817316 100644 --- a/indra/newview/llfolderviewitem.h +++ b/indra/newview/llfolderviewitem.h @@ -267,7 +267,7 @@ public: // This method returns the actual name of the thing being // viewed. This method will ask the viewed object itself. - std::string getName( void ) const; + const std::string& getName( void ) const; const std::string& getSearchableLabel( void ) const; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 7bf4e901c1..3fecc33802 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1617,6 +1617,13 @@ static LLFastTimer::DeclareTimer FTM_SET_OCCLUSION_STATE("Occlusion State"); static LLFastTimer::DeclareTimer FTM_OCCLUSION_EARLY_FAIL("Occlusion Early Fail"); static LLFastTimer::DeclareTimer FTM_OCCLUSION_ALLOCATE("Allocate"); static LLFastTimer::DeclareTimer FTM_OCCLUSION_BUILD("Build"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_BEGIN_QUERY("Begin Query"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_END_QUERY("End Query"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_SET_BUFFER("Set Buffer"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW_WATER("Draw Water"); +static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW("Draw"); + + void LLSpatialGroup::doOcclusion(LLCamera* camera) { @@ -1635,6 +1642,19 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) { if (!isOcclusionState(QUERY_PENDING) || isOcclusionState(DISCARD_QUERY)) { + bool check = true; + + if (isOcclusionState(QUERY_PENDING)) + { + GLuint available = 0; + glGetQueryObjectuivARB(mOcclusionQuery[LLViewerCamera::sCurCameraID], GL_QUERY_RESULT_AVAILABLE_ARB, &available); + if (available == GL_FALSE) + { + check = false; + } + } + + if (check) { //no query pending, or previous query to be discarded LLFastTimer t(FTM_RENDER_OCCLUSION); @@ -1671,12 +1691,21 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) { LLFastTimer t(FTM_PUSH_OCCLUSION_VERTS); - glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]); + + { + LLFastTimer t(FTM_OCCLUSION_BEGIN_QUERY); + glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]); + } - mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX); + { + LLFastTimer t(FTM_OCCLUSION_SET_BUFFER); + mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX); + } if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER) { + LLFastTimer t(FTM_OCCLUSION_DRAW_WATER); + LLGLSquashToFarClip squash(glh_get_current_projection(), 1); if (camera->getOrigin().isExactlyZero()) { //origin is invalid, draw entire box @@ -1690,6 +1719,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) } else { + LLFastTimer t(FTM_OCCLUSION_DRAW); if (camera->getOrigin().isExactlyZero()) { //origin is invalid, draw entire box mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); @@ -1701,7 +1731,11 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) } } - glEndQueryARB(mode); + + { + LLFastTimer t(FTM_OCCLUSION_END_QUERY); + glEndQueryARB(mode); + } } } diff --git a/indra/newview/lltool.h b/indra/newview/lltool.h index d3edabb486..ecc435d844 100644 --- a/indra/newview/lltool.h +++ b/indra/newview/lltool.h @@ -68,7 +68,7 @@ public: virtual void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const { *screen_x = local_x; *screen_y = local_y; } - virtual std::string getName() const { return mName; } + virtual const std::string& getName() const { return mName; } // New virtual functions virtual LLViewerObject* getEditingObject() { return NULL; } diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index 41b4dc01e8..cb78c40f9a 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -782,6 +782,12 @@ static bool proximity_comparitor(const LLViewerMediaImpl* i1, const LLViewerMedi } static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE("Update Media"); +static LLFastTimer::DeclareTimer FTM_MEDIA_SPARE_IDLE("Spare Idle"); +static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE_INTEREST("Update/Interest"); +static LLFastTimer::DeclareTimer FTM_MEDIA_SORT("Sort"); +static LLFastTimer::DeclareTimer FTM_MEDIA_SORT2("Sort 2"); +static LLFastTimer::DeclareTimer FTM_MEDIA_MISC("Misc"); + ////////////////////////////////////////////////////////////////////////////////////////// // static @@ -806,21 +812,28 @@ void LLViewerMedia::updateMedia(void *dummy_arg) impl_list::iterator iter = sViewerMediaImplList.begin(); impl_list::iterator end = sViewerMediaImplList.end(); - for(; iter != end;) { - LLViewerMediaImpl* pimpl = *iter++; - pimpl->update(); - pimpl->calculateInterest(); + LLFastTimer t(FTM_MEDIA_UPDATE_INTEREST); + for(; iter != end;) + { + LLViewerMediaImpl* pimpl = *iter++; + pimpl->update(); + pimpl->calculateInterest(); + } } // Let the spare media source actually launch if(sSpareBrowserMediaSource) { + LLFastTimer t(FTM_MEDIA_SPARE_IDLE); sSpareBrowserMediaSource->idle(); } - // Sort the static instance list using our interest criteria - sViewerMediaImplList.sort(priorityComparitor); + { + LLFastTimer t(FTM_MEDIA_SORT); + // Sort the static instance list using our interest criteria + sViewerMediaImplList.sort(priorityComparitor); + } // Go through the list again and adjust according to priority. iter = sViewerMediaImplList.begin(); @@ -848,147 +861,150 @@ void LLViewerMedia::updateMedia(void *dummy_arg) // max_instances must be set high enough to allow the various instances used in the UI (for the help browser, search, etc.) to be loaded. // If max_normal + max_low is less than max_instances, things will tend to get unloaded instead of being set to slideshow. - for(; iter != end; iter++) { - LLViewerMediaImpl* pimpl = *iter; + LLFastTimer t(FTM_MEDIA_MISC); + for(; iter != end; iter++) + { + LLViewerMediaImpl* pimpl = *iter; - LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL; + LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL; - if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances)) - { - // Never load muted or failed impls. - // Hard limit on the number of instances that will be loaded at one time - new_priority = LLPluginClassMedia::PRIORITY_UNLOADED; - } - else if(!pimpl->getVisible()) - { - new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; - } - else if(pimpl->hasFocus()) - { - new_priority = LLPluginClassMedia::PRIORITY_HIGH; - impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes - } - else if(pimpl->getUsedInUI()) - { - new_priority = LLPluginClassMedia::PRIORITY_NORMAL; - impl_count_interest_normal++; - } - else if(pimpl->isParcelMedia()) - { - new_priority = LLPluginClassMedia::PRIORITY_NORMAL; - impl_count_interest_normal++; - } - else - { - // Look at interest and CPU usage for instances that aren't in any of the above states. - - // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture, - // turn it down to low instead of normal. This may downsample for plugins that support it. - bool media_is_small = false; - F64 approximate_interest = pimpl->getApproximateTextureInterest(); - if(approximate_interest == 0.0f) + if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances)) { - // this media has no current size, which probably means it's not loaded. - media_is_small = true; + // Never load muted or failed impls. + // Hard limit on the number of instances that will be loaded at one time + new_priority = LLPluginClassMedia::PRIORITY_UNLOADED; } - else if(pimpl->getInterest() < (approximate_interest / 4)) + else if(!pimpl->getVisible()) { - media_is_small = true; + new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; } - - if(pimpl->getInterest() == 0.0f) + else if(pimpl->hasFocus()) { - // This media is completely invisible, due to being outside the view frustrum or out of range. - new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; + new_priority = LLPluginClassMedia::PRIORITY_HIGH; + impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes } - else if(check_cpu_usage && (total_cpu > max_cpu)) + else if(pimpl->getUsedInUI()) { - // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority. - new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW; + new_priority = LLPluginClassMedia::PRIORITY_NORMAL; + impl_count_interest_normal++; } - else if((impl_count_interest_normal < (int)max_normal) && !media_is_small) + else if(pimpl->isParcelMedia()) { - // Up to max_normal inworld get normal priority new_priority = LLPluginClassMedia::PRIORITY_NORMAL; impl_count_interest_normal++; } - else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal) + else { - // The next max_low inworld get turned down - new_priority = LLPluginClassMedia::PRIORITY_LOW; - impl_count_interest_low++; - - // Set the low priority size for downsampling to approximately the size the texture is displayed at. + // Look at interest and CPU usage for instances that aren't in any of the above states. + + // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture, + // turn it down to low instead of normal. This may downsample for plugins that support it. + bool media_is_small = false; + F64 approximate_interest = pimpl->getApproximateTextureInterest(); + if(approximate_interest == 0.0f) + { + // this media has no current size, which probably means it's not loaded. + media_is_small = true; + } + else if(pimpl->getInterest() < (approximate_interest / 4)) + { + media_is_small = true; + } + + if(pimpl->getInterest() == 0.0f) { - F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest()); + // This media is completely invisible, due to being outside the view frustrum or out of range. + new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; + } + else if(check_cpu_usage && (total_cpu > max_cpu)) + { + // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority. + new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW; + } + else if((impl_count_interest_normal < (int)max_normal) && !media_is_small) + { + // Up to max_normal inworld get normal priority + new_priority = LLPluginClassMedia::PRIORITY_NORMAL; + impl_count_interest_normal++; + } + else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal) + { + // The next max_low inworld get turned down + new_priority = LLPluginClassMedia::PRIORITY_LOW; + impl_count_interest_low++; + + // Set the low priority size for downsampling to approximately the size the texture is displayed at. + { + F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest()); - pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension)); + pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension)); + } + } + else + { + // Any additional impls (up to max_instances) get very infrequent time + new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW; } } - else - { - // Any additional impls (up to max_instances) get very infrequent time - new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW; - } - } - if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED)) - { - // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest. - lowest_interest_loadable = pimpl; + if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED)) + { + // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest. + lowest_interest_loadable = pimpl; - impl_count_total++; - } + impl_count_total++; + } - // Overrides if the window is minimized or we lost focus (taking care - // not to accidentally "raise" the priority either) - if (!gViewerWindow->getActive() /* viewer window minimized? */ - && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN) - { - new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; - } - else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */ - && new_priority > LLPluginClassMedia::PRIORITY_LOW) - { - new_priority = LLPluginClassMedia::PRIORITY_LOW; - } + // Overrides if the window is minimized or we lost focus (taking care + // not to accidentally "raise" the priority either) + if (!gViewerWindow->getActive() /* viewer window minimized? */ + && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN) + { + new_priority = LLPluginClassMedia::PRIORITY_HIDDEN; + } + else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */ + && new_priority > LLPluginClassMedia::PRIORITY_LOW) + { + new_priority = LLPluginClassMedia::PRIORITY_LOW; + } - if(!inworld_media_enabled) - { - // If inworld media is locked out, force all inworld media to stay unloaded. - if(!pimpl->getUsedInUI()) + if(!inworld_media_enabled) { - new_priority = LLPluginClassMedia::PRIORITY_UNLOADED; + // If inworld media is locked out, force all inworld media to stay unloaded. + if(!pimpl->getUsedInUI()) + { + new_priority = LLPluginClassMedia::PRIORITY_UNLOADED; + } } - } - // update the audio stream here as well - if( !inworld_audio_enabled) - { - if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio()) + // update the audio stream here as well + if( !inworld_audio_enabled) { - gAudiop->stopInternetStream(); + if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio()) + { + gAudiop->stopInternetStream(); + } } - } - pimpl->setPriority(new_priority); + pimpl->setPriority(new_priority); - if(pimpl->getUsedInUI()) - { - // Any impls used in the UI should not be in the proximity list. - pimpl->mProximity = -1; - } - else - { - proximity_order.push_back(pimpl); - } + if(pimpl->getUsedInUI()) + { + // Any impls used in the UI should not be in the proximity list. + pimpl->mProximity = -1; + } + else + { + proximity_order.push_back(pimpl); + } - total_cpu += pimpl->getCPUUsage(); + total_cpu += pimpl->getCPUUsage(); - if (!pimpl->getUsedInUI() && pimpl->hasMedia()) - { - sAnyMediaShowing = true; - } + if (!pimpl->getUsedInUI() && pimpl->hasMedia()) + { + sAnyMediaShowing = true; + } + } } // Re-calculate this every time. @@ -1014,6 +1030,7 @@ void LLViewerMedia::updateMedia(void *dummy_arg) } else { + LLFastTimer t(FTM_MEDIA_SORT2); // Use a distance-based sort for proximity values. std::stable_sort(proximity_order.begin(), proximity_order.end(), proximity_comparitor); } @@ -2506,7 +2523,7 @@ void LLViewerMediaImpl::updateJavascriptObject() } ////////////////////////////////////////////////////////////////////////////////////////// -std::string LLViewerMediaImpl::getName() const +const std::string& LLViewerMediaImpl::getName() const { if (mMediaSource) { @@ -2768,8 +2785,14 @@ bool LLViewerMediaImpl::canNavigateBack() } ////////////////////////////////////////////////////////////////////////////////////////// +static LLFastTimer::DeclareTimer FTM_MEDIA_DO_UPDATE("Do Update"); +static LLFastTimer::DeclareTimer FTM_MEDIA_GET_DATA("Get Data"); +static LLFastTimer::DeclareTimer FTM_MEDIA_SET_SUBIMAGE("Set Subimage"); + + void LLViewerMediaImpl::update() { + LLFastTimer t(FTM_MEDIA_DO_UPDATE); if(mMediaSource == NULL) { if(mPriority == LLPluginClassMedia::PRIORITY_UNLOADED) @@ -2869,20 +2892,27 @@ void LLViewerMediaImpl::update() if(width > 0 && height > 0) { - U8* data = mMediaSource->getBitsData(); + U8* data = NULL; + { + LLFastTimer t(FTM_MEDIA_GET_DATA); + data = mMediaSource->getBitsData(); + } // Offset the pixels pointer to match x_pos and y_pos data += ( x_pos * mMediaSource->getTextureDepth() * mMediaSource->getBitsWidth() ); data += ( y_pos * mMediaSource->getTextureDepth() ); - placeholder_image->setSubImage( - data, - mMediaSource->getBitsWidth(), - mMediaSource->getBitsHeight(), - x_pos, - y_pos, - width, - height); + { + LLFastTimer t(FTM_MEDIA_SET_SUBIMAGE); + placeholder_image->setSubImage( + data, + mMediaSource->getBitsWidth(), + mMediaSource->getBitsHeight(), + x_pos, + y_pos, + width, + height); + } } @@ -3455,8 +3485,11 @@ BOOL LLViewerMediaImpl::isUpdated() return mIsUpdated ; } +static LLFastTimer::DeclareTimer FTM_MEDIA_CALCULATE_INTEREST("Calculate Interest"); + void LLViewerMediaImpl::calculateInterest() { + LLFastTimer t(FTM_MEDIA_CALCULATE_INTEREST); LLViewerMediaTexture* texture = LLViewerTextureManager::findMediaTexture( mTextureId ); if(texture != NULL) diff --git a/indra/newview/llviewermedia.h b/indra/newview/llviewermedia.h index 0b69b8f0c1..0da26ea3c7 100644 --- a/indra/newview/llviewermedia.h +++ b/indra/newview/llviewermedia.h @@ -317,7 +317,7 @@ public: /*virtual*/ BOOL handleToolTip(S32 x, S32 y, MASK mask) { return FALSE; }; /*virtual*/ BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask) { return FALSE; }; /*virtual*/ BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask) {return FALSE; }; - /*virtual*/ std::string getName() const; + /*virtual*/ const std::string& getName() const; /*virtual*/ void screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const {}; /*virtual*/ void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const {}; -- cgit v1.2.3 From 785dcfe6d496bd44730b6ba0004614b2c6d04c6a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Nov 2011 16:42:00 -0500 Subject: SH-2652 Even faster depth of field --- .../shaders/class1/deferred/dofCombineF.glsl | 49 +++++++++ .../shaders/class1/deferred/postDeferredF.glsl | 5 - indra/newview/llviewershadermgr.cpp | 12 +++ indra/newview/llviewershadermgr.h | 1 + indra/newview/pipeline.cpp | 120 +++++++++++++-------- 5 files changed, 139 insertions(+), 48 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl new file mode 100644 index 0000000000..de0c70cfe9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -0,0 +1,49 @@ +/** + * @file dofCombineF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect lightMap; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + + vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*0.5); + + vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); + + gl_FragColor = mix(diff, dof, diff.a); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f684e25df8..1db638b943 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -31,11 +31,6 @@ out vec4 gl_FragColor; uniform sampler2DRect diffuseRect; -uniform float focal_distance; -uniform float blur_constant; -uniform float tan_pixel_angle; -uniform float magnification; - uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8118d32dc4..32978a0d04 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -187,6 +187,7 @@ LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; +LLGLSLShader gDeferredDoFCombineProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; @@ -1015,6 +1016,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); gDeferredCoFProgram.unload(); + gDeferredDoFCombineProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); @@ -1437,6 +1439,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredCoFProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; + gDeferredDoFCombineProgram.mShaderFiles.clear(); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredDoFCombineProgram.createShader(NULL, NULL); + } + if (success) { gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index f746d3f115..95eb551bf1 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -331,6 +331,7 @@ extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredCoFProgram; +extern LLGLSLShader gDeferredDoFCombineProgram; extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 85899b5ad6..8ae7e97f4a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6595,68 +6595,102 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); - mDeferredLight.bindTarget(); - shader = &gDeferredCoFProgram; + { //build diffuse+bloom+CoF + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + bindDeferredShader(*shader); - if (multisample) - { //bloom has already been added, bind black - channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } } - } - shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); - shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); - mDeferredLight.flush(); + unbindDeferredShader(*shader); + mDeferredLight.flush(); + } + { //perform DoF sampling at half-res (preserve alpha channel) + mScreen.bindTarget(); + glViewport(0,0,mScreen.getWidth()/2, mScreen.getHeight()/2); + gGL.setColorMask(true, false); - shader = &gDeferredPostProgram; - bindDeferredShader(*shader); - channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); + mScreen.flush(); + gGL.setColorMask(true, true); } - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + { //combine result based on alpha + shader = &gDeferredDoFCombineProgram; + bindDeferredShader(*shader); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); + unbindDeferredShader(*shader); + } } else { -- cgit v1.2.3 From 367d6212ae9e18c398c25fe9e11646bfc801fd90 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Nov 2011 17:07:40 -0500 Subject: SH-2652 Better DoF combine foo --- indra/newview/app_settings/settings.xml | 12 ++++++++++++ indra/newview/app_settings/shaders/class1/deferred/cofF.glsl | 3 ++- .../app_settings/shaders/class1/deferred/dofCombineF.glsl | 5 ++++- .../app_settings/shaders/class1/deferred/postDeferredF.glsl | 5 +++-- indra/newview/pipeline.cpp | 9 ++++++++- indra/newview/pipeline.h | 1 + 6 files changed, 30 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index fb73ddf219..d057323e51 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1392,6 +1392,18 @@ 0.5 + CameraMaxCoF + + Comment + Maximum camera circle of confusion for DoF effect + Persist + 1 + Type + F32 + Value + 10.0 + + CameraFNumber Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 81f00f7d0f..56fa4e693b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -39,6 +39,7 @@ uniform float focal_distance; uniform float blur_constant; uniform float tan_pixel_angle; uniform float magnification; +uniform float max_cof; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -78,7 +79,7 @@ void main() vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); + sc = min(abs(sc), max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor.rgb = diff.rgb + bloom.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index de0c70cfe9..c639f25fc6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -35,6 +35,8 @@ uniform sampler2DRect lightMap; uniform mat4 inv_proj; uniform vec2 screen_res; +uniform float max_cof; + VARYING vec2 vary_fragcoord; void main() @@ -45,5 +47,6 @@ void main() vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); - gl_FragColor = mix(diff, dof, diff.a); + float a = min(diff.a * max_cof*0.125, 1.0); + gl_FragColor = mix(diff, dof, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 1db638b943..629648ddc3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -33,6 +33,7 @@ uniform sampler2DRect diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; +uniform float max_cof; VARYING vec2 vary_fragcoord; @@ -40,7 +41,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { vec4 s = texture2DRect(diffuseRect, tc); - float sc = s.a*10.0; + float sc = s.a*max_cof; if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { @@ -64,7 +65,7 @@ void main() { float w = 1.0; - float sc = diff.a*10.0; + float sc = diff.a*max_cof; float PI = 3.14159265358979323846264; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8ae7e97f4a..1fff954b96 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -185,6 +185,7 @@ LLVector3 LLPipeline::RenderShadowSplitExponent; F32 LLPipeline::RenderShadowErrorCutoff; F32 LLPipeline::RenderShadowFOVCutoff; BOOL LLPipeline::CameraOffset; +F32 LLPipeline::CameraMaxCoF; const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; @@ -926,6 +927,7 @@ void LLPipeline::refreshCachedSettings() RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); CameraOffset = gSavedSettings.getBOOL("CameraOffset"); + CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); } void LLPipeline::releaseGLBuffers() @@ -6461,7 +6463,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1,-1); gGL.vertex2f(-1,3); @@ -6620,6 +6622,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -6650,6 +6653,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) mDeferredLight.bindTexture(0, channel); } + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); @@ -6677,6 +6682,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) mScreen.bindTexture(0, channel); } + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index d653990977..e607e0aec6 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -845,6 +845,7 @@ public: static F32 RenderShadowErrorCutoff; static F32 RenderShadowFOVCutoff; static BOOL CameraOffset; + static F32 CameraMaxCoF; }; void render_bbox(const LLVector3 &min, const LLVector3 &max); -- cgit v1.2.3 From 0a43fdd07e3b084ce230086c032ccef79f1df429 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Nov 2011 17:27:33 -0500 Subject: SH-2652 Even faster DoF -- also fix for screen going black when DoF enabled but shadows are not. --- indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 4 ++-- indra/newview/pipeline.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 629648ddc3..bf029d1db5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -73,7 +73,7 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7))); + int its = int(max(1.0,(sc*3.7*0.5))); for (int i=0; i 0 || ssao) - { //only need mDeferredLight for shadows OR ssao + if (shadow_detail > 0 || ssao || RenderDepthOfField) + { //only need mDeferredLight for shadows OR ssao OR dof if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else -- cgit v1.2.3 From a6e40e6e02600cb47299dc9903400720786f72f0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 7 Nov 2011 12:34:05 -0600 Subject: SH-2652 Slightly slower DoF (quality), apply FXAA *after* DoF, fix for some render targets not getting allocated when needed. --- .../shaders/class1/deferred/dofCombineF.glsl | 2 +- .../shaders/class1/deferred/postDeferredF.glsl | 4 +- .../shaders/class1/interface/glowcombineFXAAF.glsl | 7 +- indra/newview/llviewercontrol.cpp | 2 + indra/newview/pipeline.cpp | 491 ++++++++++----------- 5 files changed, 248 insertions(+), 258 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index c639f25fc6..d2903b545c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -47,6 +47,6 @@ void main() vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); - float a = min(diff.a * max_cof*0.125, 1.0); + float a = min(diff.a * max_cof*0.333, 1.0); gl_FragColor = mix(diff, dof, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index bf029d1db5..629648ddc3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -73,7 +73,7 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7*0.5))); + int its = int(max(1.0,(sc*3.7))); for (int i=0; igetSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d524ddd62d..59e6c3cf07 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -745,8 +745,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mFXAABuffer.release(); } - if (shadow_detail > 0 || ssao || RenderDepthOfField) - { //only need mDeferredLight for shadows OR ssao OR dof + if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) + { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else @@ -6416,308 +6416,199 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) multisample = false; #endif - if (multisample) - { - //bake out texture2D with RGBL for FXAA shader - mFXAABuffer.bindTarget(); - - S32 width = mScreen.getWidth(); - S32 height = mScreen.getHeight(); - glViewport(0, 0, width, height); - - gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->bind(&mScreen); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); - - gGL.flush(); - - gGlowCombineFXAAProgram.unbind(); - mFXAABuffer.flush(); - - if (dof_enabled) - { //if depth of field is not enabled, this is the final pass (draw to window) - mScreen.bindTarget(); - } - LLGLSLShader* shader = &gFXAAProgram; - shader->bind(); - - S32 channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); - - gGL.flush(); - if (dof_enabled) - { - mScreen.flush(); - } - shader->unbind(); - } - gViewerWindow->setup3DViewport(); - if (dof_enabled || !multisample) + if (dof_enabled) { LLGLSLShader* shader = &gDeferredPostProgram; - if (!dof_enabled) - { - shader = &gDeferredPostNoDoFProgram; - } - LLGLDisable blend(GL_BLEND); + //depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - if (dof_enabled) - { - //depth of field focal plane calculations - - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + LLVector3 focus_point; - LLVector3 focus_point; - - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { //focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) + LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { //focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) + { + LLFace* face = obj->mDrawable->getFace(face_idx); + if (face) { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } + focus_point = face->getPositionAgent(); } } + } - if (focus_point.isExactlyZero()) + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { //focus on point under cursor + focus_point = gDebugRaycastIntersection; + } + else if (gAgentCamera.cameraMouselook()) + { //focus on point under mouselook crosshairs + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, + NULL, + &focus_point); + } + else { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { //focus on point under cursor - focus_point = gDebugRaycastIntersection; - } - else if (gAgentCamera.cameraMouselook()) - { //focus on point under mouselook crosshairs - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, - NULL, - &focus_point); + LLViewerObject* obj = gAgentCamera.getFocusObject(); + if (obj) + { //focus on alt-zoom target + focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); } else - { - LLViewerObject* obj = gAgentCamera.getFocusObject(); - if (obj) - { //focus on alt-zoom target - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); - } - else - { //focus on your avatar - focus_point = gAgent.getPositionAgent(); - } + { //focus on your avatar + focus_point = gAgent.getPositionAgent(); } } + } - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); + } - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds; - transition_time = llmin(transition_time, 1.f); + if (transition_time >= 1.f && + fabsf(current_distance-target_distance)/current_distance > 0.01f) + { //large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { //currently in a transition, continue interpolating + transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds; + transition_time = llmin(transition_time, 1.f); - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; + current_distance = start_distance + (target_distance-start_distance)*t; + } + else + { //small or no change, just snap to target distance + current_distance = target_distance; + } - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; + //convert to mm + F32 subject_distance = current_distance*1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; - F32 fov = LLViewerCamera::getInstance()->getView(); + F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = CameraFieldOfView * F_PI/180.f; - //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); + const F32 default_fov = CameraFieldOfView * F_PI/180.f; + //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); + //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); - //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); + F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); - F32 focal_length = dv/(2*tanf(fov/2.f)); + F32 focal_length = dv/(2*tanf(fov/2.f)); - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // - - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); - - { //build diffuse+bloom+CoF - mDeferredLight.bindTarget(); - shader = &gDeferredCoFProgram; + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - bindDeferredShader(*shader); + F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); + blur_constant /= 1000.f; //convert to meters for shader + F32 magnification = focal_length/(subject_distance-focal_length); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + { //build diffuse+bloom+CoF + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; - if (multisample) - { //bloom has already been added, bind black - channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); - if (channel > -1) - { - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); - } - } - - shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); - shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); + bindDeferredShader(*shader); - unbindDeferredShader(*shader); - mDeferredLight.flush(); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); } - { //perform DoF sampling at half-res (preserve alpha channel) - mScreen.bindTarget(); - glViewport(0,0,mScreen.getWidth()/2, mScreen.getHeight()/2); - gGL.setColorMask(true, false); - - shader = &gDeferredPostProgram; - bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } - - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); - mScreen.flush(); - gGL.setColorMask(true, true); - } + unbindDeferredShader(*shader); + mDeferredLight.flush(); + } - { //combine result based on alpha - shader = &gDeferredDoFCombineProgram; - bindDeferredShader(*shader); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + { //perform DoF sampling at half-res (preserve alpha channel) + mScreen.bindTarget(); + glViewport(0,0,mScreen.getWidth()/2, mScreen.getHeight()/2); + gGL.setColorMask(true, false); + + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); - } + unbindDeferredShader(*shader); + mScreen.flush(); + gGL.setColorMask(true, true); } - else - { - bindDeferredShader(*shader); + + { //combine result based on alpha + if (multisample) + { + mDeferredLight.bindTarget(); + } + shader = &gDeferredDoFCombineProgram; + bindDeferredShader(*shader); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); } - if (multisample) - { //bloom has already been added, bind black - channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); - if (channel > -1) - { - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); - } - } - + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); @@ -6731,7 +6622,107 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + } + else + { + if (multisample) + { + mDeferredLight.bindTarget(); } + LLGLSLShader* shader = &gDeferredPostNoDoFProgram; + + bindDeferredShader(*shader); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + + if (multisample) + { + //bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + LLGLSLShader* shader = &gGlowCombineFXAAProgram; + + shader->bind(); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGL.flush(); + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + shader->unbind(); + + mFXAABuffer.flush(); + + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + F32 scale_x = (F32) width/mFXAABuffer.getWidth(); + F32 scale_y = (F32) height/mFXAABuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGL.flush(); + shader->unbind(); } } else -- cgit v1.2.3 From 8c8edbbaeb68d82e1653e92dd7940ba0439777f2 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 7 Nov 2011 13:04:30 -0600 Subject: SH-2546 Fix for black water under terrain (use vec3 instead of float for vary_AtmosAttenuation --- .../shaders/class1/windlight/atmosphericsVarsWaterV.glsl | 2 -- .../shaders/class2/windlight/atmosphericsVarsWaterF.glsl | 5 ++--- .../shaders/class2/windlight/atmosphericsVarsWaterV.glsl | 4 ++-- 3 files changed, 4 insertions(+), 7 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl index ef34c5c853..8afcc20f6d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -25,7 +25,6 @@ VARYING vec3 vary_PositionEye; -VARYING float fog_depth; vec3 getPositionEye() { @@ -35,5 +34,4 @@ vec3 getPositionEye() void setPositionEye(vec3 v) { vary_PositionEye = v; - fog_depth = v.z; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl index 23046f990d..163ef26444 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -24,9 +24,8 @@ */ VARYING vec3 vary_PositionEye; -VARYING vec3 vary_SunlitColor; VARYING vec3 vary_AdditiveColor; -VARYING float vary_AtmosAttenuation; +VARYING vec3 vary_AtmosAttenuation; vec3 getSunlitColor() { @@ -42,7 +41,7 @@ vec3 getAdditiveColor() } vec3 getAtmosAttenuation() { - return vec3(vary_AtmosAttenuation); + return vary_AtmosAttenuation; } vec3 getPositionEye() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl index 279c4dd981..553f6752e6 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -25,7 +25,7 @@ VARYING vec3 vary_PositionEye; VARYING vec3 vary_AdditiveColor; -VARYING float vary_AtmosAttenuation; +VARYING vec3 vary_AtmosAttenuation; vec3 atmos_attenuation; vec3 sunlit_color; @@ -77,5 +77,5 @@ void setAdditiveColor(vec3 v) void setAtmosAttenuation(vec3 v) { atmos_attenuation = v; - vary_AtmosAttenuation = v.r; + vary_AtmosAttenuation = v; } -- cgit v1.2.3 From 92909dae8011400c50f89d88d712398f03d6db0a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 7 Nov 2011 15:39:32 -0600 Subject: SH-2652 For for screen going white when enabling anti-aliasing. --- indra/newview/pipeline.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 59e6c3cf07..171bd2fa71 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -656,6 +656,7 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { + refreshCachedSettings(); U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples); //try to allocate screen buffers at requested resolution and samples -- cgit v1.2.3 From 1bd09e2e42fbde3f00be2577b719bd172b4c9496 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 7 Nov 2011 16:46:58 -0600 Subject: SH-2634 Fix for land overlay not showing colors --- indra/newview/app_settings/shaders/class1/interface/highlightF.glsl | 4 ++-- indra/newview/lldrawpoolterrain.cpp | 3 ++- 2 files changed, 4 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index ecbc30f05f..574adeb50c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -27,12 +27,12 @@ out vec4 gl_FragColor; #endif -uniform vec4 color; +uniform vec4 highlight_color; uniform sampler2D diffuseMap; VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy); + gl_FragColor = highlight_color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 3e9d30283a..addb18a1d5 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -244,8 +244,9 @@ void LLDrawPoolTerrain::render(S32 pass) { //use fullbright shader for highlighting LLGLSLShader* old_shader = sShader; sShader->unbind(); - sShader = &gObjectFullbrightNonIndexedProgram; + sShader = &gHighlightProgram; sShader->bind(); + sShader->uniform4f(LLShaderMgr::HIGHLIGHT_COLOR, 1,1,1,1); LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); renderOwnership(); -- cgit v1.2.3 From 428b74f14bd3763a6209d6a2132a8d7977958902 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 8 Nov 2011 13:11:29 -0600 Subject: SH-2652 Fix for black bands in high-res normal maps (break normal map generation up into tiles to handle the case where a normal map is higher resolution than the current window) --- indra/newview/lldrawpoolbump.cpp | 60 ++++++++++++++++++++++++++++++++-------- 1 file changed, 48 insertions(+), 12 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 7b9fb2b34b..b696b90d84 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1363,6 +1363,7 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI { LLFastTimer t(FTM_BUMP_SOURCE_GEN_NORMAL); gPipeline.mScreen.bindTarget(); + LLGLDepthTest depth(GL_FALSE); LLGLDisable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); @@ -1377,22 +1378,57 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI gGL.getTexUnit(0)->bind(bump); - gGL.begin(LLRender::TRIANGLE_STRIP); + S32 width = bump->getWidth(); + S32 height = bump->getHeight(); + + S32 screen_width = gPipeline.mScreen.getWidth(); + S32 screen_height = gPipeline.mScreen.getHeight(); + + glViewport(0, 0, screen_width, screen_height); + + for (S32 left = 0; left < width; left += screen_width) + { + S32 right = left + screen_width; + right = llmin(right, width); + + F32 left_tc = (F32) left/ width; + F32 right_tc = (F32) right/width; + + for (S32 bottom = 0; bottom < height; bottom += screen_height) + { + S32 top = bottom+screen_height; + top = llmin(top, height); + + F32 bottom_tc = (F32) bottom/height; + F32 top_tc = (F32)(bottom+screen_height)/height; + top_tc = llmin(top_tc, 1.f); - gGL.texCoord2f(0, 0); - gGL.vertex2f(0, 0); - gGL.texCoord2f(0, 1); - gGL.vertex2f(0, v.mV[1]); - gGL.texCoord2f(1, 0); - gGL.vertex2f(v.mV[0], 0); - gGL.texCoord2f(1, 1); - gGL.vertex2f(v.mV[0], v.mV[1]); + F32 screen_right = (F32) (right-left)/screen_width; + F32 screen_top = (F32) (top-bottom)/screen_height; - gGL.end(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(left_tc, bottom_tc); + gGL.vertex2f(0, 0); - gGL.flush(); + gGL.texCoord2f(left_tc, top_tc); + gGL.vertex2f(0, screen_top); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bump->getWidth(), bump->getHeight()); + gGL.texCoord2f(right_tc, bottom_tc); + gGL.vertex2f(screen_right, 0); + + gGL.texCoord2f(right_tc, top_tc); + gGL.vertex2f(screen_right, screen_top); + + gGL.end(); + + gGL.flush(); + + S32 w = right-left; + S32 h = top-bottom; + + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, left, bottom, 0, 0, w, h); + } + } glGenerateMipmap(GL_TEXTURE_2D); -- cgit v1.2.3 From 3aaaae15034b1c0e3099662023bc90d5e447d1ac Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Tue, 8 Nov 2011 15:23:56 -0500 Subject: STORM-591 Audio fading Hopefully fix error in llvieweraudio.h that caused mac and linux compile failure --- indra/newview/llvieweraudio.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llvieweraudio.h b/indra/newview/llvieweraudio.h index 316d7b32d2..1663f77f4a 100644 --- a/indra/newview/llvieweraudio.h +++ b/indra/newview/llvieweraudio.h @@ -59,7 +59,7 @@ public: void startInternetStreamWithAutoFade(std::string streamURI); void stopInternetStreamWithAutoFade(); - bool LLViewerAudio::onIdleUpdate(); + bool onIdleUpdate(); EFadeState getFadeState() { return mFadeState; } bool isDone() { return mDone; }; -- cgit v1.2.3 From da092a06cf42902de4f5a042fd0b314b34e4392d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 8 Nov 2011 14:37:50 -0600 Subject: SH-2608 Fix for debug beacons not rendering properly. --- indra/newview/pipeline.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 171bd2fa71..49f83fdb0d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4250,8 +4250,16 @@ void LLPipeline::renderDebug() bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); + if (!hud_only && !mDebugBlips.empty()) { //render debug blips + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true); + glPointSize(8.f); LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); -- cgit v1.2.3 From ef8bdb5d95ebd869279ee4bb0510d54e51ab747f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 8 Nov 2011 15:15:58 -0600 Subject: SH-2507 Fix for crash when rendering axes (develop->render->show axes) --- indra/newview/llviewerdisplay.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 86102e9a15..3f0b5bf3fb 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1341,12 +1341,6 @@ void render_ui_3d() // Debugging stuff goes before the UI. - // Coordinate axes - if (gSavedSettings.getBOOL("ShowAxes")) - { - draw_axes(); - } - stop_glerror(); if (LLGLSLShader::sNoFixedFunction) @@ -1354,6 +1348,12 @@ void render_ui_3d() gUIProgram.bind(); } + // Coordinate axes + if (gSavedSettings.getBOOL("ShowAxes")) + { + draw_axes(); + } + gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements stop_glerror(); } -- cgit v1.2.3 From b6858df0dd9fa06ec8fa56c5ba63925a790b4811 Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Tue, 8 Nov 2011 13:47:08 -0800 Subject: LLHandle is now implicitly convertable to LLHandle and LLHandle can be downcast to LLHandle using the LLHandleProvider mixin --- indra/newview/llfloatercamera.cpp | 2 +- indra/newview/llnavigationbar.cpp | 2 +- indra/newview/lltoast.h | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatercamera.cpp b/indra/newview/llfloatercamera.cpp index b33dea4890..8c2dd73bd9 100644 --- a/indra/newview/llfloatercamera.cpp +++ b/indra/newview/llfloatercamera.cpp @@ -346,7 +346,7 @@ LLFloaterCamera::LLFloaterCamera(const LLSD& val) mCurrMode(CAMERA_CTRL_MODE_PAN), mPrevMode(CAMERA_CTRL_MODE_PAN) { - LLHints::registerHintTarget("view_popup", LLView::getHandle()); + LLHints::registerHintTarget("view_popup", getHandle()); mCommitCallbackRegistrar.add("CameraPresets.ChangeView", boost::bind(&LLFloaterCamera::onClickCameraItem, _2)); } diff --git a/indra/newview/llnavigationbar.cpp b/indra/newview/llnavigationbar.cpp index fc264db5af..12428681bd 100644 --- a/indra/newview/llnavigationbar.cpp +++ b/indra/newview/llnavigationbar.cpp @@ -318,7 +318,7 @@ BOOL LLNavigationBar::postBuild() LLTeleportHistory::getInstance()->setHistoryChangedCallback( boost::bind(&LLNavigationBar::onTeleportHistoryChanged, this)); - LLHints::registerHintTarget("nav_bar", LLView::getHandle()); + LLHints::registerHintTarget("nav_bar", getHandle()); return TRUE; } diff --git a/indra/newview/lltoast.h b/indra/newview/lltoast.h index 242f786bf2..380c2c391a 100644 --- a/indra/newview/lltoast.h +++ b/indra/newview/lltoast.h @@ -196,7 +196,7 @@ public: virtual S32 notifyParent(const LLSD& info); - LLHandle getHandle() { mHandle.bind(this); return mHandle; } + LLHandle getHandle() const { return getDerivedHandle(); } protected: void updateTransparency(); @@ -215,7 +215,7 @@ private: LLUUID mSessionID; LLNotificationPtr mNotification; - LLRootHandle mHandle; + //LLRootHandle mHandle; LLPanel* mWrapperPanel; -- cgit v1.2.3 From db7924681d629f48f939e7d4cc55d588aa93c344 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 8 Nov 2011 17:46:43 -0600 Subject: SH-24114 Remove unused vectorization code (outdated/unused with SSE2 requirement and llvetor4a et al) --- indra/newview/CMakeLists.txt | 17 --- indra/newview/app_settings/settings.xml | 44 -------- indra/newview/llappviewer.cpp | 38 ------- indra/newview/llviewercontrol.cpp | 10 -- indra/newview/llviewerjointmesh.cpp | 171 +------------------------------ indra/newview/llviewerjointmesh.h | 19 +--- indra/newview/llviewerjointmesh_sse.cpp | 114 --------------------- indra/newview/llviewerjointmesh_sse2.cpp | 121 ---------------------- indra/newview/llviewerjointmesh_vec.cpp | 97 ------------------ indra/newview/llviewermenu.cpp | 21 ---- 10 files changed, 6 insertions(+), 646 deletions(-) delete mode 100644 indra/newview/llviewerjointmesh_sse.cpp delete mode 100644 indra/newview/llviewerjointmesh_sse2.cpp delete mode 100644 indra/newview/llviewerjointmesh_vec.cpp (limited to 'indra/newview') diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index fa74804314..0467a93dfe 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -540,9 +540,6 @@ set(viewer_SOURCE_FILES llviewerjoint.cpp llviewerjointattachment.cpp llviewerjointmesh.cpp - llviewerjointmesh_sse.cpp - llviewerjointmesh_sse2.cpp - llviewerjointmesh_vec.cpp llviewerjoystick.cpp llviewerkeyboard.cpp llviewerlayer.cpp @@ -624,20 +621,6 @@ set(viewer_SOURCE_FILES set(VIEWER_BINARY_NAME "secondlife-bin" CACHE STRING "The name of the viewer executable to create.") -if (LINUX) - # We can't set these flags for Darwin, because they get passed to - # the PPC compiler. Ugh. - - set_source_files_properties( - llviewerjointmesh_sse.cpp - PROPERTIES COMPILE_FLAGS "-msse -mfpmath=sse" - ) - set_source_files_properties( - llviewerjointmesh_sse2.cpp - PROPERTIES COMPILE_FLAGS "-msse2 -mfpmath=sse" - ) -endif (LINUX) - set(viewer_HEADER_FILES CMakeLists.txt ViewerInstall.cmake diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index d057323e51..d07efa6a37 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -12202,50 +12202,6 @@ Value 1 - VectorizeEnable - - Comment - Enable general vector operations and data alignment. - Persist - 1 - Type - Boolean - Value - 0 - - VectorizePerfTest - - Comment - Test SSE/vectorization performance and choose fastest version. - Persist - 1 - Type - Boolean - Value - 1 - - VectorizeProcessor - - Comment - 0=Compiler Default, 1=SSE, 2=SSE2, autodetected - Persist - 0 - Type - U32 - Value - 0 - - VectorizeSkin - - Comment - Enable vector operations for avatar skinning. - Persist - 1 - Type - Boolean - Value - 1 - VelocityInterpolate Comment diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index dfb677dc2c..bab99e8a54 100755 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -558,42 +558,6 @@ static void settings_modify() gDebugGL = gSavedSettings.getBOOL("RenderDebugGL") || gDebugSession; gDebugPipeline = gSavedSettings.getBOOL("RenderDebugPipeline"); gAuditTexture = gSavedSettings.getBOOL("AuditTexture"); -#if LL_VECTORIZE - if (gSysCPU.hasAltivec()) - { - gSavedSettings.setBOOL("VectorizeEnable", TRUE ); - gSavedSettings.setU32("VectorizeProcessor", 0 ); - } - else - if (gSysCPU.hasSSE2()) - { - gSavedSettings.setBOOL("VectorizeEnable", TRUE ); - gSavedSettings.setU32("VectorizeProcessor", 2 ); - } - else - if (gSysCPU.hasSSE()) - { - gSavedSettings.setBOOL("VectorizeEnable", TRUE ); - gSavedSettings.setU32("VectorizeProcessor", 1 ); - } - else - { - // Don't bother testing or running if CPU doesn't support it. JC - gSavedSettings.setBOOL("VectorizePerfTest", FALSE ); - gSavedSettings.setBOOL("VectorizeEnable", FALSE ); - gSavedSettings.setU32("VectorizeProcessor", 0 ); - gSavedSettings.setBOOL("VectorizeSkin", FALSE); - } -#else - // This build target doesn't support SSE, don't test/run. - gSavedSettings.setBOOL("VectorizePerfTest", FALSE ); - gSavedSettings.setBOOL("VectorizeEnable", FALSE ); - gSavedSettings.setU32("VectorizeProcessor", 0 ); - gSavedSettings.setBOOL("VectorizeSkin", FALSE); - - // disable fullscreen mode, unsupported - //gSavedSettings.setBOOL("WindowFullScreen", FALSE); -#endif } class LLFastTimerLogThread : public LLThread @@ -877,8 +841,6 @@ bool LLAppViewer::init() LLAgent::parseTeleportMessages("teleport_strings.xml"); - LLViewerJointMesh::updateVectorize(); - // load MIME type -> media impl mappings std::string mime_types_name; #if LL_DARWIN diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 03d765eaee..73e4d11d7b 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -452,12 +452,6 @@ bool handleEffectColorChanged(const LLSD& newvalue) return true; } -bool handleVectorizeChanged(const LLSD& newvalue) -{ - LLViewerJointMesh::updateVectorize(); - return true; -} - bool handleHighResSnapshotChanged(const LLSD& newvalue) { // High Res Snapshot active, must uncheck RenderUIInSnapshot @@ -692,10 +686,6 @@ void settings_setup_listeners() gSavedSettings.getControl("UserLogFile")->getSignal()->connect(boost::bind(&handleLogFileChanged, _2)); gSavedSettings.getControl("RenderHideGroupTitle")->getSignal()->connect(boost::bind(handleHideGroupTitleChanged, _2)); gSavedSettings.getControl("HighResSnapshot")->getSignal()->connect(boost::bind(handleHighResSnapshotChanged, _2)); - gSavedSettings.getControl("VectorizePerfTest")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2)); - gSavedSettings.getControl("VectorizeEnable")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2)); - gSavedSettings.getControl("VectorizeProcessor")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2)); - gSavedSettings.getControl("VectorizeSkin")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2)); gSavedSettings.getControl("EnableVoiceChat")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2)); gSavedSettings.getControl("PTTCurrentlyEnabled")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2)); gSavedSettings.getControl("PushToTalkButton")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2)); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 3e20abecb7..b18323bed0 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -766,7 +766,7 @@ BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate) } // static -void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh) +void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh) { LLStrider o_vertices; LLStrider o_normals; @@ -832,50 +832,6 @@ static F64 sUpdateGeometryRunAvgOn[10]; static U32 sUpdateGeometryRunCount = 0 ; static U32 sUpdateGeometryCalls = 0 ; static U32 sUpdateGeometryLastProcessor = 0 ; -static BOOL sVectorizePerfTest = FALSE; -static U32 sVectorizeProcessor = 0; - -//static -void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh); - -//static -void LLViewerJointMesh::updateVectorize() -{ - sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest"); - sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor"); - BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable"); - BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin"); - - std::string vp; - switch(sVectorizeProcessor) - { - case 2: vp = "SSE2"; break; // *TODO: replace the magic #s - case 1: vp = "SSE"; break; - default: vp = "COMPILER DEFAULT"; break; - } - LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ; - LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ; - LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ; - if(vectorizeEnable && vectorizeSkin) - { - switch(sVectorizeProcessor) - { - case 2: - sUpdateGeometryFunc = &updateGeometrySSE2; - break; - case 1: - sUpdateGeometryFunc = &updateGeometrySSE; - break; - default: - sUpdateGeometryFunc = &updateGeometryVectorized; - break; - } - } - else - { - sUpdateGeometryFunc = &updateGeometryOriginal; - } -} void LLViewerJointMesh::updateJointGeometry() { @@ -889,129 +845,8 @@ void LLViewerJointMesh::updateJointGeometry() return; } - if (!sVectorizePerfTest) - { - // Once we've measured performance, just run the specified - // code version. - if(sUpdateGeometryFunc == updateGeometryOriginal) - uploadJointMatrices(); - sUpdateGeometryFunc(mFace, mMesh); - } - else - { - // At startup, measure the amount of time in skinning and choose - // the fastest one. - LLTimer ug_timer ; - - if (sUpdateGeometryCallPointer) - { - if(sUpdateGeometryFunc == updateGeometryOriginal) - uploadJointMatrices(); - // call accelerated version for this processor - sUpdateGeometryFunc(mFace, mMesh); - } - else - { - uploadJointMatrices(); - updateGeometryOriginal(mFace, mMesh); - } - - sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64(); - ++sUpdateGeometryCalls; - if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW)) - { - F64 time_since_app_start = ug_timer.getElapsedSeconds(); - if(sUpdateGeometryGlobalTime == 0.0 - || sUpdateGeometryLastProcessor != sVectorizeProcessor) - { - sUpdateGeometryGlobalTime = time_since_app_start; - sUpdateGeometryElapsedTime = 0; - sUpdateGeometryCalls = 0; - sUpdateGeometryRunCount = 0; - sUpdateGeometryLastProcessor = sVectorizeProcessor; - sUpdateGeometryCallPointer = false; - return; - } - F64 percent_time_in_function = - ( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ; - sUpdateGeometryGlobalTime = time_since_app_start; - if (!sUpdateGeometryCallPointer) - { - // First set of run data is with vectorization off. - sUpdateGeometryCallPointer = true; - llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = " - << "vectorize off " << percent_time_in_function - << "% of time with " - << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls) - << " seconds per call " - << llendl; - sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function; - sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime; - sUpdateGeometryCalls = 0; - } - else - { - // Second set of run data is with vectorization on. - sUpdateGeometryCallPointer = false; - llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = " - << "VEC on " << percent_time_in_function - << "% of time with " - << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls) - << " seconds per call " - << llendl; - sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ; - sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime; - - sUpdateGeometryCalls = 0; - sUpdateGeometryRunCount++; - F64 a = 0.0, b = 0.0; - for(U32 i = 0; i 0.0) - { - llinfos << "Vectorization improves avatar skinning performance, " - << "keeping on for future runs." - << llendl; - gSavedSettings.setBOOL("VectorizeSkin", TRUE); - } - else - { - // SIMD decreases performance, fall back to original code - llinfos << "Vectorization decreases avatar skinning performance, " - << "switching back to original code." - << llendl; - - gSavedSettings.setBOOL("VectorizeSkin", FALSE); - } - } - } - sUpdateGeometryElapsedTime = 0.0f; - } - } + uploadJointMatrices(); + updateGeometry(mFace, mMesh); } void LLViewerJointMesh::dump() diff --git a/indra/newview/llviewerjointmesh.h b/indra/newview/llviewerjointmesh.h index cab1205d61..0191f0cae8 100644 --- a/indra/newview/llviewerjointmesh.h +++ b/indra/newview/llviewerjointmesh.h @@ -143,23 +143,10 @@ public: /*virtual*/ BOOL isAnimatable() const { return FALSE; } - static void updateVectorize(); // Update globals when settings variables change - private: - // Avatar vertex skinning is a significant performance issue on computers - // with avatar vertex programs turned off (for example, most Macs). We - // therefore have custom versions that use SIMD instructions. - // - // These functions require compiler options for SSE2, SSE, or neither, and - // hence are contained in separate individual .cpp files. JC - static void updateGeometryOriginal(LLFace* face, LLPolyMesh* mesh); - // generic vector code, used for Altivec - static void updateGeometryVectorized(LLFace* face, LLPolyMesh* mesh); - static void updateGeometrySSE(LLFace* face, LLPolyMesh* mesh); - static void updateGeometrySSE2(LLFace* face, LLPolyMesh* mesh); - - // Use a fuction pointer to indicate which version we are running. - static void (*sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh); + + //copy mesh into given face's vertex buffer, applying current animation pose + static void updateGeometry(LLFace* face, LLPolyMesh* mesh); private: // Allocate skin data diff --git a/indra/newview/llviewerjointmesh_sse.cpp b/indra/newview/llviewerjointmesh_sse.cpp deleted file mode 100644 index 00ed47e091..0000000000 --- a/indra/newview/llviewerjointmesh_sse.cpp +++ /dev/null @@ -1,114 +0,0 @@ -/** - * @file llviewerjointmesh_sse.cpp - * @brief SSE vectorized joint skinning code, only used when video card does - * not support avatar vertex programs. - * - * *NOTE: Disabled on Windows builds. See llv4math.h for details. - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ - -//----------------------------------------------------------------------------- -// Header Files -//----------------------------------------------------------------------------- - -#include "llviewerprecompiledheaders.h" - -#include "llviewerjointmesh.h" - -// project includes -#include "llface.h" -#include "llpolymesh.h" - -// library includes -#include "lldarray.h" -#include "llv4math.h" // for LL_VECTORIZE -#include "llv4matrix3.h" -#include "llv4matrix4.h" -#include "v3math.h" - - -#if LL_VECTORIZE - -inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j) -{ - m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]); - m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]); - m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]); - m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]); - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY])); - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ])); -} - -// static -void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh) -{ - // This cannot be a file-level static because it will be initialized - // before main() using SSE code, which will crash on non-SSE processors. - static LLV4Matrix4 sJointMat[32]; - LLDynamicArray& joint_data = mesh->getReferenceMesh()->mJointRenderData; - - //upload joint pivots/matrices - for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j ) - { - matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix, - joint_data[j]->mSkinJoint ? - joint_data[j]->mSkinJoint->mRootToJointSkinOffset - : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset); - } - - F32 weight = F32_MAX; - LLV4Matrix4 blend_mat; - - LLStrider o_vertices; - LLStrider o_normals; - - LLVertexBuffer *buffer = face->getVertexBuffer(); - buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset); - buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset); - - const F32* weights = mesh->getWeights(); - const LLVector3* coords = (const LLVector3*)mesh->getCoords(); - const LLVector3* normals = (const LLVector3*)mesh->getNormals(); - for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index) - { - if( weight != weights[index]) - { - S32 joint = llfloor(weight = weights[index]); - blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint); - } - blend_mat.multiply(coords[index], o_vertices[index]); - ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); - } - - buffer->flush(); -} - -#else - -void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh) -{ - LLViewerJointMesh::updateGeometryVectorized(face, mesh); -} - -#endif diff --git a/indra/newview/llviewerjointmesh_sse2.cpp b/indra/newview/llviewerjointmesh_sse2.cpp deleted file mode 100644 index c2296dd569..0000000000 --- a/indra/newview/llviewerjointmesh_sse2.cpp +++ /dev/null @@ -1,121 +0,0 @@ -/** - * @file llviewerjointmesh_sse2.cpp - * @brief SSE vectorized joint skinning code, only used when video card does - * not support avatar vertex programs. - * - * *NOTE: Disabled on Windows builds. See llv4math.h for details. - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ - -// Visual Studio required settings for this file: -// Precompiled Headers OFF -// Code Generation: SSE2 - -//----------------------------------------------------------------------------- -// Header Files -//----------------------------------------------------------------------------- - -#include "llviewerprecompiledheaders.h" - -#include "llviewerjointmesh.h" - -// project includes -#include "llface.h" -#include "llpolymesh.h" - -// library includes -#include "lldarray.h" -#include "llstrider.h" -#include "llv4math.h" // for LL_VECTORIZE -#include "llv4matrix3.h" -#include "llv4matrix4.h" -#include "m4math.h" -#include "v3math.h" - - -#if LL_VECTORIZE - - -inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j) -{ - m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]); - m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]); - m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]); - m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]); - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY])); - m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ])); -} - -// static -void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh) -{ - // This cannot be a file-level static because it will be initialized - // before main() using SSE code, which will crash on non-SSE processors. - static LLV4Matrix4 sJointMat[32]; - LLDynamicArray& joint_data = mesh->getReferenceMesh()->mJointRenderData; - - //upload joint pivots/matrices - for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j ) - { - matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix, - joint_data[j]->mSkinJoint ? - joint_data[j]->mSkinJoint->mRootToJointSkinOffset - : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset); - } - - F32 weight = F32_MAX; - LLV4Matrix4 blend_mat; - - LLStrider o_vertices; - LLStrider o_normals; - - LLVertexBuffer *buffer = face->getVertexBuffer(); - buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset); - buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset); - - const F32* weights = mesh->getWeights(); - const LLVector3* coords = (const LLVector3*)mesh->getCoords(); - const LLVector3* normals = (const LLVector3*)mesh->getNormals(); - for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index) - { - if( weight != weights[index]) - { - S32 joint = llfloor(weight = weights[index]); - blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint); - } - blend_mat.multiply(coords[index], o_vertices[index]); - ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); - } - - //setBuffer(0) called in LLVOAvatar::renderSkinned -} - -#else - -void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh) -{ - LLViewerJointMesh::updateGeometryVectorized(face, mesh); -} - -#endif diff --git a/indra/newview/llviewerjointmesh_vec.cpp b/indra/newview/llviewerjointmesh_vec.cpp deleted file mode 100644 index a8713b6f05..0000000000 --- a/indra/newview/llviewerjointmesh_vec.cpp +++ /dev/null @@ -1,97 +0,0 @@ -/** - * @file llviewerjointmesh_vec.cpp - * @brief Compiler-generated vectorized joint skinning code, works well on - * Altivec processors (PowerPC Mac) - * - * *NOTE: See llv4math.h for notes on SSE/Altivec vector code. - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ - -//----------------------------------------------------------------------------- -// Header Files -//----------------------------------------------------------------------------- -#include "llviewerprecompiledheaders.h" - -#include "llviewerjointmesh.h" - -#include "llface.h" -#include "llpolymesh.h" -#include "llv4math.h" -#include "llv4matrix3.h" -#include "llv4matrix4.h" - -// Generic vectorized code, uses compiler defaults, works well for Altivec -// on PowerPC. - -// static -void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh) -{ -#if 0 - static LLV4Matrix4 sJointMat[32]; - LLDynamicArray& joint_data = mesh->getReferenceMesh()->mJointRenderData; - S32 j, joint_num, joint_end = joint_data.count(); - LLV4Vector3 pivot; - - //upload joint pivots/matrices - for(j = joint_num = 0; joint_num < joint_end ; ++joint_num ) - { - LLSkinJoint *sj; - const LLMatrix4 * wm = joint_data[joint_num]->mWorldMatrix; - if (NULL == (sj = joint_data[joint_num]->mSkinJoint)) - { - sj = joint_data[++joint_num]->mSkinJoint; - ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToParentJointSkinOffset, pivot); - sJointMat[j++].translate(pivot); - wm = joint_data[joint_num]->mWorldMatrix; - } - ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToJointSkinOffset, pivot); - sJointMat[j++].translate(pivot); - } - - F32 weight = F32_MAX; - LLV4Matrix4 blend_mat; - - LLStrider o_vertices; - LLStrider o_normals; - - LLVertexBuffer *buffer = face->mVertexBuffer; - buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset); - buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset); - - const F32* weights = mesh->getWeights(); - const LLVector3* coords = mesh->getCoords(); - const LLVector3* normals = mesh->getNormals(); - for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index) - { - if( weight != weights[index]) - { - S32 joint = llfloor(weight = weights[index]); - blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint); - } - blend_mat.multiply(coords[index], o_vertices[index]); - ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); - } - - buffer->flush(); -#endif -} diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index 22d95563d8..9fbc28a5e1 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -1038,26 +1038,6 @@ class LLAdvancedCheckRandomizeFramerate : public view_listener_t } }; -void run_vectorize_perf_test(void *) -{ - gSavedSettings.setBOOL("VectorizePerfTest", TRUE); -} - - -//////////////////////////////// -// RUN Vectorized Perform Test// -//////////////////////////////// - - -class LLAdvancedVectorizePerfTest : public view_listener_t -{ - bool handleEvent(const LLSD& userdata) - { - run_vectorize_perf_test(NULL); - return true; - } -}; - /////////////////////////// //// PERIODIC SLOW FRAME // /////////////////////////// @@ -8117,7 +8097,6 @@ void initialize_menus() view_listener_t::addMenu(new LLAdvancedCheckRandomizeFramerate(), "Advanced.CheckRandomizeFramerate"); view_listener_t::addMenu(new LLAdvancedTogglePeriodicSlowFrame(), "Advanced.TogglePeriodicSlowFrame"); view_listener_t::addMenu(new LLAdvancedCheckPeriodicSlowFrame(), "Advanced.CheckPeriodicSlowFrame"); - view_listener_t::addMenu(new LLAdvancedVectorizePerfTest(), "Advanced.VectorizePerfTest"); view_listener_t::addMenu(new LLAdvancedToggleFrameTest(), "Advanced.ToggleFrameTest"); view_listener_t::addMenu(new LLAdvancedCheckFrameTest(), "Advanced.CheckFrameTest"); view_listener_t::addMenu(new LLAdvancedHandleAttachedLightParticles(), "Advanced.HandleAttachedLightParticles"); -- cgit v1.2.3 From ec2dfa968177b0a9a016238cc2a2522f08efcfed Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 9 Nov 2011 12:18:17 -0600 Subject: SH-24114 Remove unused variables --- indra/newview/llviewerjointmesh.cpp | 13 ------------- 1 file changed, 13 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index b18323bed0..76f4e18c27 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -820,19 +820,6 @@ void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh) buffer->flush(); } -const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow -const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK; -static bool sUpdateGeometryCallPointer = false; -static F64 sUpdateGeometryGlobalTime = 0.0 ; -static F64 sUpdateGeometryElapsedTime = 0.0 ; -static F64 sUpdateGeometryElapsedTimeOff = 0.0 ; -static F64 sUpdateGeometryElapsedTimeOn = 0.0 ; -static F64 sUpdateGeometryRunAvgOff[10]; -static F64 sUpdateGeometryRunAvgOn[10]; -static U32 sUpdateGeometryRunCount = 0 ; -static U32 sUpdateGeometryCalls = 0 ; -static U32 sUpdateGeometryLastProcessor = 0 ; - void LLViewerJointMesh::updateJointGeometry() { if (!(mValid -- cgit v1.2.3 From ecadf5131a87a0bb9633a2b3875e16a410a98de5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 10:03:44 -0600 Subject: SH-2240 Fix for red moon. --- indra/newview/lldrawpoolwlsky.cpp | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index f2d077030c..22b06d1aef 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -267,10 +267,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount()) { - if (gPipeline.canUseVertexShaders()) - { - gHighlightProgram.bind(); - } // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, // since LLImageGL::bind detects that it's a noop, and optimizes it out. @@ -284,7 +280,14 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() color.mV[3] = llclamp(a, 0.f, 1.f); + if (gPipeline.canUseVertexShaders()) + { + gHighlightProgram.bind(); + gHighlightProgram.uniform4fv(LLShaderMgr::HIGHLIGHT_COLOR, 1, color.mV); + } + LLFacePool::LLOverrideFaceColor color_override(this, color); + face->renderIndexed(); if (gPipeline.canUseVertexShaders()) -- cgit v1.2.3 From aa8f3d30704ea43a8fc2f9262a57968277c4db20 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 10:04:44 -0600 Subject: SH-2644 WIP -- remove debug displays pertaining to upload/download queues --- indra/newview/llviewerwindow.cpp | 31 ------------------------------- 1 file changed, 31 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index e3bf6327e7..55834f5d99 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -737,37 +737,6 @@ public: } } - //temporary hack to give feedback on mesh upload progress - if (!gMeshRepo.mUploads.empty()) - { - for (std::vector::iterator iter = gMeshRepo.mUploads.begin(); - iter != gMeshRepo.mUploads.end(); ++iter) - { - LLMeshUploadThread* thread = *iter; - - addText(xpos, ypos, llformat("Mesh Uploads: %d", - thread->mPendingUploads)); - ypos += y_inc; - } - } - - if (!gMeshRepo.mPendingRequests.empty() || - !gMeshRepo.mThread->mHeaderReqQ.empty() || - !gMeshRepo.mThread->mLODReqQ.empty()) - { - LLMutexLock lock(gMeshRepo.mThread->mMutex); - S32 pending = (S32) gMeshRepo.mPendingRequests.size(); - S32 header = (S32) gMeshRepo.mThread->mHeaderReqQ.size(); - S32 lod = (S32) gMeshRepo.mThread->mLODReqQ.size(); - - addText(xpos, ypos, llformat ("Mesh Queue - %d pending (%d:%d header | %d:%d LOD)", - pending, - LLMeshRepoThread::sActiveHeaderRequests, header, - LLMeshRepoThread::sActiveLODRequests, lod)); - - ypos += y_inc; - } - if (gSavedSettings.getBOOL("DebugShowTextureInfo")) { LLViewerObject* objectp = NULL ; -- cgit v1.2.3 From c8f558f6775d62f03d6caab19668df80e95e8a8b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 11:39:08 -0600 Subject: SH-2240 Better fix for red moon -- stop special casing "highlight_color" as a parameter. --- .../newview/app_settings/shaders/class1/interface/highlightF.glsl | 4 ++-- indra/newview/lldrawpoolalpha.cpp | 3 ++- indra/newview/lldrawpoolterrain.cpp | 2 +- indra/newview/lldrawpoolwlsky.cpp | 1 - indra/newview/pipeline.cpp | 7 ++----- 5 files changed, 7 insertions(+), 10 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 574adeb50c..ecbc30f05f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -27,12 +27,12 @@ out vec4 gl_FragColor; #endif -uniform vec4 highlight_color; +uniform vec4 color; uniform sampler2D diffuseMap; VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = highlight_color*texture2D(diffuseMap, vary_texcoord0.xy); + gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 54f937d8fd..ddb7d3ceeb 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -327,8 +327,9 @@ void LLDrawPoolAlpha::render(S32 pass) { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } + gGL.diffuseColor4f(1,0,0,1); - + LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX | diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index addb18a1d5..b8e653c5de 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -246,7 +246,7 @@ void LLDrawPoolTerrain::render(S32 pass) sShader->unbind(); sShader = &gHighlightProgram; sShader->bind(); - sShader->uniform4f(LLShaderMgr::HIGHLIGHT_COLOR, 1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); renderOwnership(); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 22b06d1aef..caf15fe1cb 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -283,7 +283,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() if (gPipeline.canUseVertexShaders()) { gHighlightProgram.bind(); - gHighlightProgram.uniform4fv(LLShaderMgr::HIGHLIGHT_COLOR, 1, color.mV); } LLFacePool::LLOverrideFaceColor color_override(this, color); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 49f83fdb0d..3f91c3cddc 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3583,7 +3583,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,1,1,0.5f); + gGL.diffuseColor4f(1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3613,10 +3613,7 @@ void LLPipeline::renderHighlights() { // Paint 'em red! color.setVec(1.f, 0.f, 0.f, 0.5f); - if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,0,0,0.5f); - } + int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) { -- cgit v1.2.3 From 76bd8cee1120ac531d56b9897b135e9c1af1bb16 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 14:48:48 -0600 Subject: SH-2644 Fix debug display that shows selection triangle count and streaming cost --- indra/newview/llselectmgr.cpp | 4 ++-- indra/newview/llselectmgr.h | 2 +- indra/newview/llviewerobject.cpp | 4 ++-- indra/newview/llviewerobject.h | 4 ++-- indra/newview/llviewerwindow.cpp | 11 +++++++---- indra/newview/llvovolume.cpp | 4 ++-- indra/newview/llvovolume.h | 2 +- 7 files changed, 17 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 2971ee710a..830a7778ac 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -6524,7 +6524,7 @@ F32 LLObjectSelection::getSelectedObjectStreamingCost(S32* total_bytes, S32* vis return cost; } -U32 LLObjectSelection::getSelectedObjectTriangleCount() +U32 LLObjectSelection::getSelectedObjectTriangleCount(S32* vcount) { U32 count = 0; for (list_t::iterator iter = mList.begin(); iter != mList.end(); ++iter) @@ -6534,7 +6534,7 @@ U32 LLObjectSelection::getSelectedObjectTriangleCount() if (object) { - count += object->getTriangleCount(); + count += object->getTriangleCount(vcount); } } diff --git a/indra/newview/llselectmgr.h b/indra/newview/llselectmgr.h index 166616e13e..87ada5ac6b 100644 --- a/indra/newview/llselectmgr.h +++ b/indra/newview/llselectmgr.h @@ -286,7 +286,7 @@ public: S32 getSelectedObjectRenderCost(); F32 getSelectedObjectStreamingCost(S32* total_bytes = NULL, S32* visible_bytes = NULL); - U32 getSelectedObjectTriangleCount(); + U32 getSelectedObjectTriangleCount(S32* vcount = NULL); S32 getTECount(); S32 getRootObjectCount(); diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index d81e67bfe2..b8772971aa 100755 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -3219,12 +3219,12 @@ F32 LLViewerObject::getLinksetPhysicsCost() return mLinksetPhysicsCost; } -F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes) +F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes, F32* unscaled_value) const { return 0.f; } -U32 LLViewerObject::getTriangleCount() +U32 LLViewerObject::getTriangleCount(S32* vcount) const { return 0; } diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index a77725c1ca..c8152e1539 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -340,8 +340,8 @@ public: virtual void setScale(const LLVector3 &scale, BOOL damped = FALSE); - virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL); - virtual U32 getTriangleCount(); + virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const; + virtual U32 getTriangleCount(S32* vcount = NULL) const; virtual U32 getHighLODTriangleCount(); void setObjectCost(F32 cost); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 55834f5d99..8af83246da 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -489,6 +489,7 @@ public: { F32 cost = 0.f; S32 count = 0; + S32 vcount = 0; S32 object_count = 0; S32 total_bytes = 0; S32 visible_bytes = 0; @@ -510,7 +511,9 @@ public: S32 bytes = 0; S32 visible = 0; cost += object->getStreamingCost(&bytes, &visible); - count += object->getTriangleCount(); + S32 vt = 0; + count += object->getTriangleCount(&vt); + vcount += vt; total_bytes += bytes; visible_bytes += visible; } @@ -521,15 +524,15 @@ public: { label = "Selection"; cost = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectStreamingCost(&total_bytes, &visible_bytes); - count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount(); + count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount(&vcount); object_count = LLSelectMgr::getInstance()->getSelection()->getObjectCount(); } addText(xpos,ypos, llformat("%s streaming cost: %.1f", label, cost)); ypos += y_inc; - addText(xpos, ypos, llformat(" %.3f KTris, %.1f/%.1f KB, %d objects", - count/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count)); + addText(xpos, ypos, llformat(" %.3f KTris, %.3f KVerts, %.1f/%.1f KB, %d objects", + count/1000.f, vcount/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count)); ypos += y_inc; } diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index b75a0a799a..827c5b9cb5 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3266,13 +3266,13 @@ void LLVOVolume::updateRenderComplexity() mRenderComplexity_current = 0; } -U32 LLVOVolume::getTriangleCount() const +U32 LLVOVolume::getTriangleCount(S32* vcount) const { U32 count = 0; LLVolume* volume = getVolume(); if (volume) { - count = volume->getNumTriangles(); + count = volume->getNumTriangles(vcount); } return count; diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h index b6347526ee..64457975f8 100644 --- a/indra/newview/llvovolume.h +++ b/indra/newview/llvovolume.h @@ -133,7 +133,7 @@ public: U32 getRenderCost(texture_cost_t &textures) const; /*virtual*/ F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const; - /*virtual*/ U32 getTriangleCount() const; + /*virtual*/ U32 getTriangleCount(S32* vcount = NULL) const; /*virtual*/ U32 getHighLODTriangleCount(); /*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end, S32 face = -1, // which face to check, -1 = ALL_SIDES -- cgit v1.2.3 From df546bfba965ec9ec43b7611bb25b5b5ec8f01b5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 16:12:50 -0600 Subject: SH-2666 Tweak depth of field optimizations based on resident feedback. --- indra/newview/app_settings/settings.xml | 14 +++++++++++++- .../app_settings/shaders/class1/deferred/cofF.glsl | 2 +- .../shaders/class1/deferred/dofCombineF.glsl | 19 +++++++++++++++++-- .../shaders/class1/deferred/postDeferredF.glsl | 1 + indra/newview/pipeline.cpp | 8 +++++++- indra/newview/pipeline.h | 1 + 6 files changed, 40 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index d07efa6a37..aa08b0783e 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8017,7 +8017,19 @@ Value 0 - + + CameraDoFResScale + + Comment + Amount to scale down depth of field resolution. Valid range is 0.25 (quarter res) to 1.0 (full res) + Persist + 1 + Type + F32 + Value + 0.7 + + RenderSpotLightsInNondeferred Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 56fa4e693b..88fe3c3dee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -83,5 +83,5 @@ void main() vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor.rgb = diff.rgb + bloom.rgb; - gl_FragColor.a = sc/10.f; + gl_FragColor.a = sc/max_cof; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index d2903b545c..21453aefaa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -36,6 +36,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; +uniform float res_scale; VARYING vec2 vary_fragcoord; @@ -43,10 +44,24 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*0.5); + vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale); vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); - float a = min(diff.a * max_cof*0.333, 1.0); + float a = min(diff.a * max_cof*res_scale*res_scale, 1.0); + + if (a > 0.25 && a < 0.75) + { //help out the transition a bit + float sc = a/res_scale; + + vec4 col; + col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc)); + col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc)); + col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc)); + col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)); + + diff = mix(diff, col*0.25, a); + } + gl_FragColor = mix(diff, dof, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 629648ddc3..4603d99c5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -34,6 +34,7 @@ uniform sampler2DRect diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; +uniform float res_scale; VARYING vec2 vary_fragcoord; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3f91c3cddc..da4ffd97de 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -186,6 +186,7 @@ F32 LLPipeline::RenderShadowErrorCutoff; F32 LLPipeline::RenderShadowFOVCutoff; BOOL LLPipeline::CameraOffset; F32 LLPipeline::CameraMaxCoF; +F32 LLPipeline::CameraDoFResScale; const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; @@ -929,6 +930,7 @@ void LLPipeline::refreshCachedSettings() RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); CameraOffset = gSavedSettings.getBOOL("CameraOffset"); CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); + CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale"); } void LLPipeline::releaseGLBuffers() @@ -6549,6 +6551,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -6568,7 +6571,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { //perform DoF sampling at half-res (preserve alpha channel) mScreen.bindTarget(); - glViewport(0,0,mScreen.getWidth()/2, mScreen.getHeight()/2); + glViewport(0,0,mScreen.getWidth()*CameraDoFResScale, mScreen.getHeight()*CameraDoFResScale); gGL.setColorMask(true, false); shader = &gDeferredPostProgram; @@ -6580,6 +6583,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -6611,9 +6615,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (channel > -1) { mScreen.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index e607e0aec6..8b6532ca25 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -846,6 +846,7 @@ public: static F32 RenderShadowFOVCutoff; static BOOL CameraOffset; static F32 CameraMaxCoF; + static F32 CameraDoFResScale; }; void render_bbox(const LLVector3 &min, const LLVector3 &max); -- cgit v1.2.3 From e2e154d94ea0684ede8c7c1b70fff555edbd6065 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 10 Nov 2011 16:33:34 -0600 Subject: SH-2659 Fix for basic shaders having no affect when gl version < 2.0 --- indra/newview/llviewershadermgr.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 32978a0d04..18ae83e3b6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -372,10 +372,6 @@ void LLViewerShaderMgr::setShaders() gSavedSettings.setBOOL("VertexShaderEnable", TRUE); } } - else if (gGLManager.mGLVersion < 2.f) - { //NEVER use shaders on a pre 2.0 context - gSavedSettings.setBOOL("VertexShaderEnable", FALSE); - } //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); -- cgit v1.2.3 From 4005a820f26d4287bf5c14ec011d4f792c5b82bc Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Fri, 11 Nov 2011 01:37:41 +0200 Subject: EXP-1563 FIXED Negative upload cost displayed on the "Save to My Inventory" button. Update upload cost in the button label when economy data arrives from server. --- indra/newview/llpanelsnapshotoptions.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llpanelsnapshotoptions.cpp b/indra/newview/llpanelsnapshotoptions.cpp index df904b6836..554fabe5b3 100644 --- a/indra/newview/llpanelsnapshotoptions.cpp +++ b/indra/newview/llpanelsnapshotoptions.cpp @@ -37,14 +37,18 @@ */ class LLPanelSnapshotOptions : public LLPanel +, public LLEconomyObserver { LOG_CLASS(LLPanelSnapshotOptions); public: LLPanelSnapshotOptions(); + ~LLPanelSnapshotOptions(); /*virtual*/ void onOpen(const LLSD& key); + /*virtual*/ void onEconomyDataChange() { updateUploadCost(); } private: + void updateUploadCost(); void openPanel(const std::string& panel_name); void onSaveToProfile(); void onSaveToEmail(); @@ -60,10 +64,22 @@ LLPanelSnapshotOptions::LLPanelSnapshotOptions() mCommitCallbackRegistrar.add("Snapshot.SaveToEmail", boost::bind(&LLPanelSnapshotOptions::onSaveToEmail, this)); mCommitCallbackRegistrar.add("Snapshot.SaveToInventory", boost::bind(&LLPanelSnapshotOptions::onSaveToInventory, this)); mCommitCallbackRegistrar.add("Snapshot.SaveToComputer", boost::bind(&LLPanelSnapshotOptions::onSaveToComputer, this)); + + LLGlobalEconomy::Singleton::getInstance()->addObserver(this); +} + +LLPanelSnapshotOptions::~LLPanelSnapshotOptions() +{ + LLGlobalEconomy::Singleton::getInstance()->removeObserver(this); } // virtual void LLPanelSnapshotOptions::onOpen(const LLSD& key) +{ + updateUploadCost(); +} + +void LLPanelSnapshotOptions::updateUploadCost() { S32 upload_cost = LLGlobalEconomy::Singleton::getInstance()->getPriceUpload(); getChild("save_to_inventory_btn")->setLabelArg("[AMOUNT]", llformat("%d", upload_cost)); -- cgit v1.2.3 From 0c9d8d917a4281e2dea7fa2044e86735caca2aa9 Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Thu, 10 Nov 2011 16:02:57 -0800 Subject: fixed build fixed handle downcast not initiating handle --- indra/newview/llfloaterwebcontent.cpp | 4 ++-- indra/newview/llfloaterwebcontent.h | 1 + 2 files changed, 3 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterwebcontent.cpp b/indra/newview/llfloaterwebcontent.cpp index f410c31f44..d6db7aa6ad 100644 --- a/indra/newview/llfloaterwebcontent.cpp +++ b/indra/newview/llfloaterwebcontent.cpp @@ -167,7 +167,7 @@ LLFloater* LLFloaterWebContent::create( Params p) //static void LLFloaterWebContent::closeRequest(const std::string &uuid) { - LLFloaterWebContent* floaterp = getInstance(uuid); + LLFloaterWebContent* floaterp = instance_tracker_t::getInstance(uuid); if (floaterp) { floaterp->closeFloater(false); @@ -177,7 +177,7 @@ void LLFloaterWebContent::closeRequest(const std::string &uuid) //static void LLFloaterWebContent::geometryChanged(const std::string &uuid, S32 x, S32 y, S32 width, S32 height) { - LLFloaterWebContent* floaterp = getInstance(uuid); + LLFloaterWebContent* floaterp = instance_tracker_t::getInstance(uuid); if (floaterp) { floaterp->geometryChanged(x, y, width, height); diff --git a/indra/newview/llfloaterwebcontent.h b/indra/newview/llfloaterwebcontent.h index 6fc66d1ad8..9d90306a9c 100644 --- a/indra/newview/llfloaterwebcontent.h +++ b/indra/newview/llfloaterwebcontent.h @@ -43,6 +43,7 @@ class LLFloaterWebContent : public LLInstanceTracker { public: + typedef LLInstanceTracker instance_tracker_t; LOG_CLASS(LLFloaterWebContent); struct _Params : public LLInitParam::Block<_Params> -- cgit v1.2.3 From 1d47d3d86380bfe2ae9d42c35843f48d3abe5155 Mon Sep 17 00:00:00 2001 From: Paul ProductEngine Date: Fri, 11 Nov 2011 14:04:44 +0200 Subject: EXP-1489 FIXED (Cannot build notifications not being shown when chat floater closed with chat log toggled open) Reason: There is a case when the chat floater is minimized while its visibility = true as well as its chat panel visibility = true. In this case notification won't be shown to the user. It will be shown in chat history which is in minimized floater. Solution: Check for a floater minimized state. --- indra/newview/llnotificationtiphandler.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llnotificationtiphandler.cpp b/indra/newview/llnotificationtiphandler.cpp index aa009a76fa..fb0891c4c5 100644 --- a/indra/newview/llnotificationtiphandler.cpp +++ b/indra/newview/llnotificationtiphandler.cpp @@ -95,7 +95,7 @@ bool LLTipHandler::processNotification(const LLSD& notify) // don't show toast if Nearby Chat is opened LLNearbyChat* nearby_chat = LLNearbyChat::getInstance(); LLNearbyChatBar* nearby_chat_bar = LLNearbyChatBar::getInstance(); - if (nearby_chat_bar->getVisible() && nearby_chat->getVisible()) + if (!nearby_chat_bar->isMinimized() && nearby_chat_bar->getVisible() && nearby_chat->getVisible()) { return false; } -- cgit v1.2.3 From fed2e3d8a8dd310ce752e8fb3c6c012d12254350 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Fri, 11 Nov 2011 16:40:22 +0200 Subject: EXP-1509 FIXED Suppress links in resident name. Fixed in the following notificatins: Remove friend, Friend Online/Offline, Friendship Accepted/Declined. --- indra/newview/skins/default/xui/da/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/de/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/en/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/es/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/fr/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/it/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/ja/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/pl/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/pt/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/ru/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/tr/notifications.xml | 10 +++++----- indra/newview/skins/default/xui/zh/notifications.xml | 10 +++++----- 12 files changed, 60 insertions(+), 60 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/da/notifications.xml b/indra/newview/skins/default/xui/da/notifications.xml index 3ccdfc036a..cf6f1ccdd9 100644 --- a/indra/newview/skins/default/xui/da/notifications.xml +++ b/indra/newview/skins/default/xui/da/notifications.xml @@ -438,7 +438,7 @@ Tilbyd venskab til [NAME]? - Ønsker du at fjerne [NAME] fra din venneliste? + Ønsker du at fjerne <nolink>[NAME]</nolink> fra din venneliste? Mindst en af genstandene har lænkede genstande der peger på den. Hvis du sletter denne genstand, vil lænkninger ikke virke mere. Det anbefales kraftigt at fjerne lænkninger først. @@ -1023,10 +1023,10 @@ Henvis til dette fra en hjemmeside for at give andre nem adgang til denne lokati Erstattet manglende tøj/kropsdele med standard. - [NAME] er logget på + <nolink>[NAME]</nolink> er logget på - [NAME] er logget af + <nolink>[NAME]</nolink> er logget af Selvom du nok er meget sød, kan du ikke tilføje dig selv som ven. @@ -1404,10 +1404,10 @@ Prøv igen om lidt. (Som udgangspunkt, vil du være i stand til at se den andens online status) - [NAME] accepterede dit tilbud om venskab. + <nolink>[NAME]</nolink> accepterede dit tilbud om venskab. - [NAME] afviste dit tilbud om venskab. + <nolink>[NAME]</nolink> afviste dit tilbud om venskab. Tilbud om venskab accepteret. diff --git a/indra/newview/skins/default/xui/de/notifications.xml b/indra/newview/skins/default/xui/de/notifications.xml index fc38608df5..72e7ec8eb4 100644 --- a/indra/newview/skins/default/xui/de/notifications.xml +++ b/indra/newview/skins/default/xui/de/notifications.xml @@ -992,7 +992,7 @@ Sie sind nicht berechtigt, Land für die aktive Gruppe zu kaufen. - Möchten Sie [NAME] aus Ihrer Freundesliste entfernen? + Möchten Sie <nolink>[NAME]</nolink> aus Ihrer Freundesliste entfernen? @@ -2134,10 +2134,10 @@ Hierzu wird Ihr Webbrowser geöffnet. Betreff: [SUBJECT], Nachricht: [MESSAGE] - [NAME] ist online + <nolink>[NAME]</nolink> ist online - [NAME] ist offline + <nolink>[NAME]</nolink> ist offline Obwohl Sie ein sehr netter Mensch sind, können Sie sich nicht selbst als Freund hinzufügen. @@ -2532,10 +2532,10 @@ Versuchen Sie es in einigen Minuten erneut. - [NAME] hat Ihr Freundschaftsangebot akzeptiert. + <nolink>[NAME]</nolink> hat Ihr Freundschaftsangebot akzeptiert. - [NAME] hat Ihr Freundschaftsangebot abgelehnt. + <nolink>[NAME]</nolink> hat Ihr Freundschaftsangebot abgelehnt. Ihr Freundschaftsangebot wurde angeommen. diff --git a/indra/newview/skins/default/xui/en/notifications.xml b/indra/newview/skins/default/xui/en/notifications.xml index e4458f33b1..d925bf8f96 100644 --- a/indra/newview/skins/default/xui/en/notifications.xml +++ b/indra/newview/skins/default/xui/en/notifications.xml @@ -2369,7 +2369,7 @@ Would you be my friend? name="RemoveFromFriends" type="alertmodal"> friendship -Do you want to remove [NAME] from your Friends List? +Do you want to remove <nolink>[NAME]</nolink> from your Friends List? confirm friendship -[NAME] is Online +<nolink>[NAME]</nolink> is Online friendship -[NAME] is Offline +<nolink>[NAME]</nolink> is Offline friendship -[NAME] accepted your friendship offer. +<nolink>[NAME]</nolink> accepted your friendship offer. friendship -[NAME] declined your friendship offer. +<nolink>[NAME]</nolink> declined your friendship offer. - ¿Quieres eliminar a [NAME] de tu lista de amigos? + ¿Quieres eliminar a <nolink>[NAME]</nolink> de tu lista de amigos? @@ -2128,10 +2128,10 @@ Al hacerlo se iniciará el navegador web. Asunto: [SUBJECT], Mensaje: [MESSAGE] - [NAME] está conectado + <nolink>[NAME]</nolink> está conectado - [NAME] está desconectado + <nolink>[NAME]</nolink> está desconectado Aunque eres muy agradable, no puedes añadirte como amigo a ti mismo. @@ -2526,10 +2526,10 @@ Por favor, vuelve a intentarlo en unos momentos. - [NAME] ha aceptado tu oferta de amistad. + <nolink>[NAME]</nolink> ha aceptado tu oferta de amistad. - [NAME] ha rehusado tu oferta de amistad. + <nolink>[NAME]</nolink> ha rehusado tu oferta de amistad. Aceptado el ofrecimiento de amistad. diff --git a/indra/newview/skins/default/xui/fr/notifications.xml b/indra/newview/skins/default/xui/fr/notifications.xml index 31c29029b5..18b9063c00 100644 --- a/indra/newview/skins/default/xui/fr/notifications.xml +++ b/indra/newview/skins/default/xui/fr/notifications.xml @@ -980,7 +980,7 @@ Proposer à [NAME] de devenir votre ami(e) ? - Voulez-vous supprimer [NAME] de votre liste d'amis ? + Voulez-vous supprimer <nolink>[NAME]</nolink> de votre liste d'amis ? @@ -2119,10 +2119,10 @@ Cette opération lancera votre navigateur Web. Sujet : [SUBJECT], Message : [MESSAGE] - [NAME] est en ligne + <nolink>[NAME]</nolink> est en ligne - [NAME] est hors ligne + <nolink>[NAME]</nolink> est hors ligne Même si vous êtes extrêmement sympathique, vous ne pouvez pas devenir ami avec vous-même. @@ -2518,10 +2518,10 @@ Veuillez réessayer dans quelques minutes. - [NAME] a accepté votre amitié. + <nolink>[NAME]</nolink> a accepté votre amitié. - [NAME] a refusé votre amitié. + <nolink>[NAME]</nolink> a refusé votre amitié. Amitié acceptée. diff --git a/indra/newview/skins/default/xui/it/notifications.xml b/indra/newview/skins/default/xui/it/notifications.xml index e19b84912a..2db0892cd6 100644 --- a/indra/newview/skins/default/xui/it/notifications.xml +++ b/indra/newview/skins/default/xui/it/notifications.xml @@ -978,7 +978,7 @@ Offri l'amicizia a [NAME]? - Vuoi rimuovere [NAME] dalla lista dei tuoi amici? + Vuoi rimuovere <nolink>[NAME]</nolink> dalla lista dei tuoi amici? @@ -2125,10 +2125,10 @@ Verrà avviato il browser Web. Oggetto: [SUBJECT], Messaggio: [MESSAGE] - [NAME] è Online + <nolink>[NAME]</nolink> è Online - [NAME] è Offline + <nolink>[NAME]</nolink> è Offline Anche se sei molto simpatico, non puoi aggiungere te stesso all'elenco degli amici. @@ -2520,10 +2520,10 @@ Riprova tra qualche istante. - [NAME] ha accettato la tua offerta di amicizia. + <nolink>[NAME]</nolink> ha accettato la tua offerta di amicizia. - [NAME] ha rifiutato la tua offerta di amicizia. + <nolink>[NAME]</nolink> ha rifiutato la tua offerta di amicizia. Offerta di amicizia accettata. diff --git a/indra/newview/skins/default/xui/ja/notifications.xml b/indra/newview/skins/default/xui/ja/notifications.xml index 85f09b4500..7dfa6d2f7a 100644 --- a/indra/newview/skins/default/xui/ja/notifications.xml +++ b/indra/newview/skins/default/xui/ja/notifications.xml @@ -1010,7 +1010,7 @@ L$ は返金されません。 - フレンドリストから [NAME] を削除しますか? + フレンドリストから <nolink>[NAME]</nolink> を削除しますか? @@ -2167,10 +2167,10 @@ Web ページにリンクすると、他人がこの場所に簡単にアクセ 件名: [SUBJECT]、メッセージ: [MESSAGE] - [NAME] はオンライン中です + <nolink>[NAME]</nolink> はオンライン中です - [NAME] はオフライン中です + <nolink>[NAME]</nolink> はオフライン中です 残念ながら自分自身をフレンド登録することはできません。 @@ -2567,10 +2567,10 @@ Web ページにリンクすると、他人がこの場所に簡単にアクセ - [NAME]は、フレンド登録を受け入れました。 + <nolink>[NAME]</nolink>は、フレンド登録を受け入れました。 - [NAME]は、フレンド登録を断りました。 + <nolink>[NAME]</nolink>は、フレンド登録を断りました。 フレンドの登録依頼が承認されました。 diff --git a/indra/newview/skins/default/xui/pl/notifications.xml b/indra/newview/skins/default/xui/pl/notifications.xml index 7d3225ea31..e1fb6dd3f1 100644 --- a/indra/newview/skins/default/xui/pl/notifications.xml +++ b/indra/newview/skins/default/xui/pl/notifications.xml @@ -946,7 +946,7 @@ Zaproponować znajomość [NAME]? - Czy chcesz usunąć [NAME] z listy znajomych? + Czy chcesz usunąć <nolink>[NAME]</nolink> z listy znajomych? @@ -2078,10 +2078,10 @@ Zamieść go na stronie internetowej żeby umożliwić innym łatwy dostęp do t Temat: [SUBJECT], Treść: [MESSAGE] - [NAME] jest w Second Life + <nolink>[NAME]</nolink> jest w Second Life - [NAME] opuszcza Second Life + <nolink>[NAME]</nolink> opuszcza Second Life Nie możesz dodać siebie do listy znajomych. @@ -2458,10 +2458,10 @@ Spróbuj ponowanie za kilka minut. - Twoja propozycja znajomości została przyjęta przez [NAME]. + Twoja propozycja znajomości została przyjęta przez <nolink>[NAME]</nolink>. - Twoja propozycja znajomości została odrzucona przez [NAME]. + Twoja propozycja znajomości została odrzucona przez <nolink>[NAME]</nolink>. Propozycja znajomości została zaakceptowana. diff --git a/indra/newview/skins/default/xui/pt/notifications.xml b/indra/newview/skins/default/xui/pt/notifications.xml index 4bd9f86e0f..d3547beeb3 100644 --- a/indra/newview/skins/default/xui/pt/notifications.xml +++ b/indra/newview/skins/default/xui/pt/notifications.xml @@ -973,7 +973,7 @@ Oferecer amizade para [NAME]? - Remover [NAME] da sua lista de amigos? + Remover <nolink>[NAME]</nolink> da sua lista de amigos? @@ -2109,10 +2109,10 @@ Isso abrirá o seu navegador. Assunto: [SUBJECT], Mensagem: [MESSAGE] - [NAME] está online + <nolink>[NAME]</nolink> está online - [NAME] está offline + <nolink>[NAME]</nolink> está offline Você é o máximo! Mesmo assim, não dá para adicionar a si mesmo(a) como amigo(a). @@ -2501,10 +2501,10 @@ Cada um pode ver o status do outro (definição padrão). - [NAME] aceitou seu convite de amizade. + <nolink>[NAME]</nolink> aceitou seu convite de amizade. - [NAME] recusou seu convite de amizade + <nolink>[NAME]</nolink> recusou seu convite de amizade Oferta de amizada aceita. diff --git a/indra/newview/skins/default/xui/ru/notifications.xml b/indra/newview/skins/default/xui/ru/notifications.xml index 87ae9d06dd..97b65a15eb 100644 --- a/indra/newview/skins/default/xui/ru/notifications.xml +++ b/indra/newview/skins/default/xui/ru/notifications.xml @@ -979,7 +979,7 @@ - Удалить жителя [NAME] из вашего списка друзей? + Удалить жителя <nolink>[NAME]</nolink> из вашего списка друзей? @@ -2119,10 +2119,10 @@ http://secondlife.com/download. Раздел: [SUBJECT], сообщение: [MESSAGE] - [NAME] в сети + <nolink>[NAME]</nolink> в сети - [NAME] не в сети + <nolink>[NAME]</nolink> не в сети Вы лучше всех, но нельзя добавить в друзья себя самого. @@ -2518,10 +2518,10 @@ http://secondlife.com/download. - [NAME] принял(а) ваше предложение дружить. + <nolink>[NAME]</nolink> принял(а) ваше предложение дружить. - [NAME] отклонил(а) ваше предложение дружить. + <nolink>[NAME]</nolink> отклонил(а) ваше предложение дружить. Предложение дружить принято. diff --git a/indra/newview/skins/default/xui/tr/notifications.xml b/indra/newview/skins/default/xui/tr/notifications.xml index a268c103a6..0d360bbf5f 100644 --- a/indra/newview/skins/default/xui/tr/notifications.xml +++ b/indra/newview/skins/default/xui/tr/notifications.xml @@ -979,7 +979,7 @@ Etkin grubunuz adına arazi satın almak için gerekli izne sahip değilsiniz. - [NAME] adlı kişiyi Arkadaş Listenizden çıkarmak istiyor musunuz? + <nolink>[NAME]</nolink> adlı kişiyi Arkadaş Listenizden çıkarmak istiyor musunuz? @@ -2119,10 +2119,10 @@ Bu adımda web tarayıcınızın başlatılacağına dikkat edin. Konu: [SUBJECT], İleti: [MESSAGE] - [NAME] Çevrimiçi + <nolink>[NAME]</nolink> Çevrimiçi - [NAME] Çevrimdışı + <nolink>[NAME]</nolink> Çevrimdışı Çok iyi biri olduğunuza eminiz fakat kendinizi arkadaş olarak ekleyemezsiniz. @@ -2518,10 +2518,10 @@ Lütfen biraz sonra tekrar deneyin. - [NAME] arkadaşlık teklifinizi kabul etti. + <nolink>[NAME]</nolink> arkadaşlık teklifinizi kabul etti. - [NAME] arkadaşlık teklifinizi reddetti. + <nolink>[NAME]</nolink> arkadaşlık teklifinizi reddetti. Arkadaşlık teklifi kabul edildi. diff --git a/indra/newview/skins/default/xui/zh/notifications.xml b/indra/newview/skins/default/xui/zh/notifications.xml index 2d309a2af0..17ff6288a5 100644 --- a/indra/newview/skins/default/xui/zh/notifications.xml +++ b/indra/newview/skins/default/xui/zh/notifications.xml @@ -966,7 +966,7 @@ Offer friendship to [NAME]? - Do you want to remove [NAME] from your Friends List? + Do you want to remove <nolink>[NAME]</nolink> from your Friends List? @@ -2109,10 +2109,10 @@ Link to this from a web page to give others easy access to this location, or try Topic: [SUBJECT], Message: [MESSAGE] - [NAME] 上線 + <nolink>[NAME]</nolink> 上線 - [NAME] 離線 + <nolink>[NAME]</nolink> 離線 Although you're very nice, you can't add yourself as a friend. @@ -2491,10 +2491,10 @@ Please try again in a few moments. - [NAME] accepted your friendship offer. + <nolink>[NAME]</nolink> accepted your friendship offer. - [NAME] 謝絕你的交友邀請。 + <nolink>[NAME]</nolink> 謝絕你的交友邀請。 交友邀請被接受。 -- cgit v1.2.3 From 9a3c8513187b90140c80204a0a2b659ae024069f Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Fri, 11 Nov 2011 17:17:44 +0200 Subject: EXP-1564 FIXED The Advanced Options button now changes its icon when the Advanced Options panel is expanded. By the way, fixed the button position. --- indra/newview/llfloatersnapshot.cpp | 2 +- indra/newview/skins/default/xui/en/floater_snapshot.xml | 3 +-- 2 files changed, 2 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index 48e6cca623..bca913c4bb 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -1251,7 +1251,7 @@ void LLFloaterSnapshot::Impl::updateLayout(LLFloaterSnapshot* floaterp) // Show/hide advanced options. LLPanel* advanced_options_panel = floaterp->getChild("advanced_options_panel"); - floaterp->getChild("advanced_options_btn")->setToggleState(advanced); + floaterp->getChild("advanced_options_btn")->setImageOverlay(advanced ? "TabIcon_Open_Off" : "TabIcon_Close_Off"); if (advanced != advanced_options_panel->getVisible()) { S32 panel_width = advanced_options_panel->getRect().getWidth(); diff --git a/indra/newview/skins/default/xui/en/floater_snapshot.xml b/indra/newview/skins/default/xui/en/floater_snapshot.xml index d7a1510c1c..07d5819c45 100644 --- a/indra/newview/skins/default/xui/en/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/en/floater_snapshot.xml @@ -98,9 +98,8 @@ follows="left|top" height="23" image_overlay="TabIcon_Close_Off" - is_toggle="true" layout="topleft" - left="240" + left="236" name="advanced_options_btn" tool_tip="Advanced options" top_delta="0" -- cgit v1.2.3 From 57b8da6b4926435f92f0a8568c6ac725774bbbd2 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Fri, 11 Nov 2011 12:22:48 -0500 Subject: STORM-591 Remove dead line of code to fix mac/linux compile error. --- indra/newview/llviewerparcelmgr.cpp | 2 -- 1 file changed, 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewerparcelmgr.cpp b/indra/newview/llviewerparcelmgr.cpp index 928a84e7eb..ada89cc7aa 100644 --- a/indra/newview/llviewerparcelmgr.cpp +++ b/indra/newview/llviewerparcelmgr.cpp @@ -1741,8 +1741,6 @@ void LLViewerParcelMgr::processParcelProperties(LLMessageSystem *msg, void **use std::string music_url = music_url_raw; LLStringUtil::trim(music_url); - const std::string& stream_url = gAudiop->getInternetStreamURL(); - // If there is a new music URL and it's valid, play it. if (music_url.size() > 12) { -- cgit v1.2.3 From 93e3617e8b409a7517f04b3607080f11274a5fd9 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Fri, 11 Nov 2011 12:29:25 -0500 Subject: STORM-1679 Adjusted ARC_LIMIT to 20,000 per updated instructions from Nyx. --- indra/newview/llvoavatar.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 163ac2dc70..6af800f1d7 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -8335,7 +8335,7 @@ void LLVOAvatar::getImpostorValues(LLVector4a* extents, LLVector3& angle, F32& d void LLVOAvatar::idleUpdateRenderCost() { static const U32 ARC_BODY_PART_COST = 200; - static const U32 ARC_LIMIT = 40000; + static const U32 ARC_LIMIT = 20000; static std::set all_textures; -- cgit v1.2.3 From 4afb450225d83fef55bfee2f63290dcfbc3cfbec Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Fri, 11 Nov 2011 09:31:07 -0800 Subject: EXP-1504 : Move the tab opening stuff to lltabcontainer and out of llbutton. Added an xui param to allow drill through tabs. Set that param for build panel only. --- indra/newview/skins/default/xui/en/floater_tools.xml | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_tools.xml b/indra/newview/skins/default/xui/en/floater_tools.xml index 1808cab2a5..aa18c6e039 100644 --- a/indra/newview/skins/default/xui/en/floater_tools.xml +++ b/indra/newview/skins/default/xui/en/floater_tools.xml @@ -791,6 +791,7 @@ tab_min_width="40" tab_position="top" tab_height="25" + open_tabs_on_drag_and_drop="true" top="173" width="295"> -- cgit v1.2.3 From 4f1d146e19e3aef00c456efec5925043544f5a45 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Fri, 11 Nov 2011 19:36:43 +0200 Subject: EXP-1515 FIXED Web Preference radio button must be clicked twice to engage. Fixed the "Use external browser" radio group to work with its setting properly: * Specified valid boolean values ("true" and "") for the radio buttons. * Made default value of the setting boolean to ensure proper initialization. --- indra/newview/app_settings/settings.xml | 2 +- indra/newview/skins/default/xui/en/panel_preferences_setup.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9c055bdc5a..c05754274e 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -12277,7 +12277,7 @@ Type Boolean Value - 1 + 1 UseFreezeFrame diff --git a/indra/newview/skins/default/xui/en/panel_preferences_setup.xml b/indra/newview/skins/default/xui/en/panel_preferences_setup.xml index a7078ce2e1..4aeea8823e 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_setup.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_setup.xml @@ -122,7 +122,7 @@ layout="topleft" left_delta="0" name="external" - value="1" + value="true" top="0" tool_tip="Use the default system web browser for help, web links, etc. Not recommended if running full screen." width="480" /> -- cgit v1.2.3 From bdb27b7e81a722162adb888370e7f429117d41e8 Mon Sep 17 00:00:00 2001 From: Ansariel Hiller Date: Fri, 11 Nov 2011 14:13:56 -0500 Subject: STORM-1685 Wrong named control in floater_world_map.xml Patch converted to hg format by Jonathan Yap. --- indra/newview/skins/default/xui/en/floater_world_map.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_world_map.xml b/indra/newview/skins/default/xui/en/floater_world_map.xml index 4314c8a9e2..56d79f62c7 100644 --- a/indra/newview/skins/default/xui/en/floater_world_map.xml +++ b/indra/newview/skins/default/xui/en/floater_world_map.xml @@ -468,7 +468,7 @@ left="3" top_pad="7" mouse_opaque="true" - name="region_icon" + name="location_icon" width="16" /> Date: Fri, 11 Nov 2011 12:29:04 -0800 Subject: EXP-1527 FIX Debug values for windowwidth and windowheight can be set below minimum required values and EXP-1528 Launching viewer with a settings.xml file with windowwidth and windowheight set below minimum values, launches to those values not minimum window size --- indra/newview/app_settings/settings.xml | 26 ++++++++++++++++++++++++-- indra/newview/llappviewer.cpp | 14 +++++++++++++- indra/newview/llviewerwindow.cpp | 14 ++++++++++++-- 3 files changed, 49 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9c055bdc5a..bc6c63985f 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -12927,6 +12927,17 @@ Value 0 + MinWindowHeight + + Comment + SL viewer minimum window height in pixels + Persist + 1 + Type + U32 + Value + 768 + WindowHeight Comment @@ -12934,7 +12945,7 @@ Persist 1 Type - S32 + U32 Value 738 @@ -12949,6 +12960,17 @@ Value 0 + MinWindowWidth + + Comment + SL viewer minimum window width in pixels + Persist + 1 + Type + U32 + Value + 1024 + WindowWidth Comment @@ -12956,7 +12978,7 @@ Persist 1 Type - S32 + U32 Value 1024 diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 8bf4d94059..9b8f5c5961 100755 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -2860,10 +2860,22 @@ bool LLAppViewer::initWindow() // always start windowed BOOL ignorePixelDepth = gSavedSettings.getBOOL("IgnorePixelDepth"); + + // clamp to minimum window size + U32 min_window_width=gSavedSettings.getU32("MinWindowWidth"); + U32 window_width=gSavedSettings.getU32("WindowWidth"); + if ( window_width < min_window_width ) + window_width=min_window_width; + + U32 min_window_height=gSavedSettings.getU32("MinWindowHeight"); + U32 window_height=gSavedSettings.getU32("WindowHeight"); + if ( window_height < min_window_height ) + window_height=min_window_height; + gViewerWindow = new LLViewerWindow(gWindowTitle, VIEWER_WINDOW_CLASSNAME, gSavedSettings.getS32("WindowX"), gSavedSettings.getS32("WindowY"), - gSavedSettings.getS32("WindowWidth"), gSavedSettings.getS32("WindowHeight"), + window_width, window_height, gSavedSettings.getBOOL("WindowFullScreen"), ignorePixelDepth); LL_INFOS("AppInit") << "gViewerwindow created." << LL_ENDL; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index cf21ac4e5d..140cbb4e04 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -2161,8 +2161,18 @@ void LLViewerWindow::reshape(S32 width, S32 height) if (!maximized && mWindow->getSize(&window_size)) { - gSavedSettings.setS32("WindowWidth", window_size.mX); - gSavedSettings.setS32("WindowHeight", window_size.mY); + U32 min_window_width=gSavedSettings.getU32("MinWindowWidth"); + if ( window_size.mX < min_window_width ) + window_size.mX=min_window_width; + gSavedSettings.setU32("WindowWidth", window_size.mX); + + U32 min_window_height=gSavedSettings.getU32("MinWindowHeight"); + if ( window_size.mY < min_window_height ) + window_size.mY=min_window_height; + gSavedSettings.setU32("WindowHeight", window_size.mY); + + // tell the OS specific window code about min windoow size + mWindow->setMinSize(min_window_width, min_window_height); } LLViewerStats::getInstance()->setStat(LLViewerStats::ST_WINDOW_WIDTH, (F64)width); -- cgit v1.2.3 From fabbae5e6e22883696ec7257716be0d5bdbbcfaf Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 11 Nov 2011 16:20:55 -0600 Subject: SH-2666 Fix for pixel doubling failsafe on out out of memory. --- indra/newview/pipeline.cpp | 23 +++++++++++++++++------ 1 file changed, 17 insertions(+), 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index da4ffd97de..226db5a520 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -679,6 +679,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) releaseScreenBuffers(); } + samples = 0; + //reduce resolution while (resY > 0 && resX > 0) { @@ -6253,8 +6255,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) U32 res_mod = RenderResolutionDivisor; LLVector2 tc1(0,0); - LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, - (F32) gViewerWindow->getWorldViewHeightRaw()*2); + LLVector2 tc2((F32) mScreen.getWidth()*2, + (F32) mScreen.getHeight()*2); if (res_mod > 1) { @@ -6403,8 +6405,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(), - (F32) gViewerWindow->getWorldViewHeightRaw()); + tc2.setVec((F32) mScreen.getWidth(), + (F32) mScreen.getHeight()); gGL.flush(); @@ -6418,7 +6420,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) RenderDepthOfField; - bool multisample = RenderFSAASamples > 1; + bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); #if LL_DARWIN //force FXAA to off on OSX (SH-2620) multisample = false; @@ -6606,11 +6608,20 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (multisample) { mDeferredLight.bindTarget(); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + } + else + { + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); } shader = &gDeferredDoFCombineProgram; bindDeferredShader(*shader); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { -- cgit v1.2.3 From e926b33567f4bb27fb1ec6cb6a422b20f8d8a487 Mon Sep 17 00:00:00 2001 From: callum Date: Fri, 11 Nov 2011 16:12:33 -0800 Subject: EXP-1544 FIX Remove 'Edit Terrain' from About Land floater --- indra/newview/llfloaterland.cpp | 14 +-- indra/newview/llfloaterland.h | 1 - .../skins/default/xui/en/floater_about_land.xml | 99 ++++++++++------------ 3 files changed, 48 insertions(+), 66 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterland.cpp b/indra/newview/llfloaterland.cpp index 2bb1075ec4..b13a9aab88 100644 --- a/indra/newview/llfloaterland.cpp +++ b/indra/newview/llfloaterland.cpp @@ -1806,7 +1806,6 @@ LLPanelLandOptions::LLPanelLandOptions(LLParcelSelectionHandle& parcel) mCheckEditGroupObjects(NULL), mCheckAllObjectEntry(NULL), mCheckGroupObjectEntry(NULL), - mCheckEditLand(NULL), mCheckSafe(NULL), mCheckFly(NULL), mCheckGroupScripts(NULL), @@ -1840,10 +1839,6 @@ BOOL LLPanelLandOptions::postBuild() mCheckGroupObjectEntry = getChild( "group object entry check"); childSetCommitCallback("group object entry check", onCommitAny, this); - mCheckEditLand = getChild( "edit land check"); - childSetCommitCallback("edit land check", onCommitAny, this); - - mCheckGroupScripts = getChild( "check group scripts"); childSetCommitCallback("check group scripts", onCommitAny, this); @@ -1956,9 +1951,6 @@ void LLPanelLandOptions::refresh() mCheckGroupObjectEntry ->set(FALSE); mCheckGroupObjectEntry ->setEnabled(FALSE); - mCheckEditLand ->set(FALSE); - mCheckEditLand ->setEnabled(FALSE); - mCheckSafe ->set(FALSE); mCheckSafe ->setEnabled(FALSE); @@ -2006,10 +1998,6 @@ void LLPanelLandOptions::refresh() mCheckGroupObjectEntry ->set( parcel->getAllowGroupObjectEntry() || parcel->getAllowAllObjectEntry()); mCheckGroupObjectEntry ->setEnabled( can_change_options && !parcel->getAllowAllObjectEntry() ); - - BOOL can_change_terraform = LLViewerParcelMgr::isParcelModifiableByAgent(parcel, GP_LAND_EDIT); - mCheckEditLand ->set( parcel->getAllowTerraform() ); - mCheckEditLand ->setEnabled( can_change_terraform ); mCheckSafe ->set( !parcel->getAllowDamage() ); mCheckSafe ->setEnabled( can_change_options ); @@ -2235,7 +2223,7 @@ void LLPanelLandOptions::onCommitAny(LLUICtrl *ctrl, void *userdata) BOOL create_group_objects = self->mCheckEditGroupObjects->get() || self->mCheckEditObjects->get(); BOOL all_object_entry = self->mCheckAllObjectEntry->get(); BOOL group_object_entry = self->mCheckGroupObjectEntry->get() || self->mCheckAllObjectEntry->get(); - BOOL allow_terraform = self->mCheckEditLand->get(); + BOOL allow_terraform = false; // removed from UI so always off now - self->mCheckEditLand->get(); BOOL allow_damage = !self->mCheckSafe->get(); BOOL allow_fly = self->mCheckFly->get(); BOOL allow_landmark = TRUE; // cannot restrict landmark creation diff --git a/indra/newview/llfloaterland.h b/indra/newview/llfloaterland.h index 6fceca1acd..4f1c10274a 100644 --- a/indra/newview/llfloaterland.h +++ b/indra/newview/llfloaterland.h @@ -330,7 +330,6 @@ private: LLCheckBoxCtrl* mCheckEditGroupObjects; LLCheckBoxCtrl* mCheckAllObjectEntry; LLCheckBoxCtrl* mCheckGroupObjectEntry; - LLCheckBoxCtrl* mCheckEditLand; LLCheckBoxCtrl* mCheckSafe; LLCheckBoxCtrl* mCheckFly; LLCheckBoxCtrl* mCheckGroupScripts; diff --git a/indra/newview/skins/default/xui/en/floater_about_land.xml b/indra/newview/skins/default/xui/en/floater_about_land.xml index 1c7b354221..db1856b9e7 100644 --- a/indra/newview/skins/default/xui/en/floater_about_land.xml +++ b/indra/newview/skins/default/xui/en/floater_about_land.xml @@ -1208,7 +1208,7 @@ Only large parcels can be listed in search. - See and chat with residents on this parcel + Avatars on other parcels can see Allow other Residents to: - - + Fly: + + + + left_pad="2" + width="130" /> Build: @@ -1271,7 +1274,7 @@ Only large parcels can be listed in search. follows="left|top" height="16" layout="topleft" - left="14" + left="20" name="allow_label3" width="150"> Object Entry: @@ -1298,7 +1301,7 @@ Only large parcels can be listed in search. follows="left|top" height="16" layout="topleft" - left="14" + left="20" name="allow_label4" width="150"> Run Scripts: @@ -1319,32 +1322,21 @@ Only large parcels can be listed in search. name="check group scripts" top_delta="0" width="70" /> - - Land Options: - + @@ -1361,7 +1353,7 @@ Only large parcels can be listed in search. enabled="false" height="23" layout="topleft" - left="30" + left="20" name="land category with adult" visible="false" width="140"> @@ -1426,7 +1418,7 @@ Only large parcels can be listed in search. enabled="false" height="23" layout="topleft" - left="30" + left="20" name="land category" visible="false" width="140"> @@ -1487,11 +1479,11 @@ Only large parcels can be listed in search. height="16" label="Moderate Content" layout="topleft" - left="14" + left="18" name="MatureCheck" - top="177" + top="167" label_text.valign="center" - label_text.v_pad="-5" + label_text.v_pad="-1" tool_tip=" " width="200" /> Snapshot: - Allow Residents on other parcels to: + and chat with avatars on this parcel - - - Succeeded - - - - - Failed - - -- cgit v1.2.3 From 961ce1c4e785103b696a8ec76674aee4c91fe011 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 15 Nov 2011 12:24:31 -0600 Subject: SH-2591 WIP -- fix for UI disappearing, introduces some artifacts in rotation ring, committing to debug elsewhere --- indra/newview/llmaniprotate.cpp | 35 ++++++++++++++++++++++++++++++++--- 1 file changed, 32 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp index 04dd2be583..a8da94f75e 100644 --- a/indra/newview/llmaniprotate.cpp +++ b/indra/newview/llmaniprotate.cpp @@ -53,6 +53,7 @@ #include "llviewercamera.h" #include "llviewerobject.h" #include "llviewerobject.h" +#include "llviewershadermgr.h" #include "llviewerwindow.h" #include "llworld.h" #include "pipeline.h" @@ -113,7 +114,7 @@ void LLManipRotate::handleSelect() void LLManipRotate::render() { LLGLSUIDefault gls_ui; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); LLGLDepthTest gls_depth(GL_TRUE); LLGLEnable gl_blend(GL_BLEND); LLGLEnable gls_alpha_test(GL_ALPHA_TEST); @@ -147,6 +148,7 @@ void LLManipRotate::render() gGL.pushMatrix(); { + // are we in the middle of a constrained drag? if (mManipPart >= LL_ROT_X && mManipPart <= LL_ROT_Z) { @@ -154,6 +156,11 @@ void LLManipRotate::render() } else { + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.bind(); + } + LLGLEnable cull_face(GL_CULL_FACE); LLGLDepthTest gls_depth(GL_FALSE); gGL.pushMatrix(); @@ -190,20 +197,27 @@ void LLManipRotate::render() { color.setVec( 0.7f, 0.7f, 0.7f, 0.6f ); } + gGL.diffuseColor4fv(color.mV); gl_washer_2d(mRadiusMeters + width_meters, mRadiusMeters, CIRCLE_STEPS, color, color); if (mManipPart == LL_NO_PART) { gGL.color4f( 0.7f, 0.7f, 0.7f, 0.3f ); + gGL.diffuseColor4f(0.7f, 0.7f, 0.7f, 0.3f); gl_circle_2d( 0, 0, mRadiusMeters, CIRCLE_STEPS, TRUE ); } gGL.flush(); } gGL.popMatrix(); - } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + } + gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] ); LLQuaternion rot; @@ -219,6 +233,11 @@ void LLManipRotate::render() gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z); + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.bind(); + } + if (mManipPart == LL_ROT_Z) { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); @@ -270,6 +289,7 @@ void LLManipRotate::render() // First pass: centers. Second pass: sides. for( S32 i=0; i<2; i++ ) { + gGL.pushMatrix(); { if (mHighlightedPart == LL_ROT_Z) @@ -286,7 +306,7 @@ void LLManipRotate::render() } } gGL.popMatrix(); - + gGL.pushMatrix(); { gGL.rotatef( 90.f, 1.f, 0.f, 0.f ); @@ -328,11 +348,20 @@ void LLManipRotate::render() { mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, 1.f, SELECTED_MANIPULATOR_SCALE), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE)); } + } + } + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + } gGL.popMatrix(); gGL.popMatrix(); + LLVector3 euler_angles; LLQuaternion object_rot = first_object->getRotationEdit(); -- cgit v1.2.3 From bbac7e9aecf433c1a84515ede954650bd76befbf Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 15 Nov 2011 13:01:23 -0600 Subject: SH-2681 Fix for shader compiler error on GLSL 1.30 and later --- indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index fc19f15e02..5b207ab558 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -150,7 +150,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz); + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; vec2 off = 1.5/proj_shadow_res; -- cgit v1.2.3 From b493b8cca491c4b7a76f4c98b34272970d3bb58b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 15 Nov 2011 13:56:00 -0600 Subject: SH-2652 Fix for linux compile error --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index af96a042a1..c9e1b44b3f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6569,7 +6569,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { //perform DoF sampling at half-res (preserve alpha channel) mScreen.bindTarget(); - glViewport(0,0,mScreen.getWidth()*CameraDoFResScale, mScreen.getHeight()*CameraDoFResScale); + glViewport(0,0,(GLsizei) (mScreen.getWidth()*CameraDoFResScale), (GLsizei) (mScreen.getHeight()*CameraDoFResScale)); gGL.setColorMask(true, false); shader = &gDeferredPostProgram; -- cgit v1.2.3 From aa909a86cbc613f39cbc6eb395b01b7886171496 Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Tue, 15 Nov 2011 12:51:07 -0800 Subject: EXP-1561 FIX Preview image looks stretched --- indra/newview/llfloatersnapshot.cpp | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index d0d681132b..63fa93b1a1 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -380,7 +380,6 @@ void LLSnapshotLivePreview::updateSnapshot(BOOL new_snapshot, BOOL new_thumbnail { mThumbnailUpToDate = FALSE ; } - setThumbnailImageSize(); } void LLSnapshotLivePreview::setSnapshotQuality(S32 quality) @@ -723,25 +722,19 @@ void LLSnapshotLivePreview::generateThumbnailImage(BOOL force_update) resetThumbnailImage() ; } - LLPointer raw = NULL ; - S32 w , h ; - w = get_lower_power_two(mThumbnailWidth, 512) * 2 ; - h = get_lower_power_two(mThumbnailHeight, 512) * 2 ; - + LLPointer raw = new LLImageRaw; + if(!gViewerWindow->thumbnailSnapshot(raw, + mThumbnailWidth, mThumbnailHeight, + gSavedSettings.getBOOL("RenderUIInSnapshot"), + FALSE, + mSnapshotBufferType) ) { - raw = new LLImageRaw ; - if(!gViewerWindow->thumbnailSnapshot(raw, - w, h, - gSavedSettings.getBOOL("RenderUIInSnapshot"), - FALSE, - mSnapshotBufferType) ) - { - raw = NULL ; - } + raw = NULL ; } if(raw) { + raw->expandToPowerOfTwo(); mThumbnailImage = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE); mThumbnailUpToDate = TRUE ; } @@ -791,6 +784,7 @@ BOOL LLSnapshotLivePreview::onIdle( void* snapshot_preview ) } // time to produce a snapshot + previewp->setThumbnailImageSize(); lldebugs << "producing snapshot" << llendl; if (!previewp->mPreviewImage) -- cgit v1.2.3 From df221246c46b22663864d831bcc3488b707c247c Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 16 Nov 2011 00:01:18 +0200 Subject: EXP-1589 FIXED Centered Post/Save/Send and Cancel buttons. --- indra/newview/skins/default/xui/en/panel_postcard_message.xml | 2 +- indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml | 2 +- indra/newview/skins/default/xui/en/panel_snapshot_local.xml | 2 +- indra/newview/skins/default/xui/en/panel_snapshot_profile.xml | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/panel_postcard_message.xml b/indra/newview/skins/default/xui/en/panel_postcard_message.xml index e9f322f590..6e346d8ecc 100644 --- a/indra/newview/skins/default/xui/en/panel_postcard_message.xml +++ b/indra/newview/skins/default/xui/en/panel_postcard_message.xml @@ -104,7 +104,7 @@ label="Cancel" layout="topleft" name="cancel_btn" - right="-10" + right="-32" top="350" width="100"> Date: Wed, 16 Nov 2011 00:40:23 +0200 Subject: EXP-1574 FIXED Decreased Snapshot floater height. --- indra/newview/skins/default/xui/en/floater_snapshot.xml | 4 ++-- indra/newview/skins/default/xui/en/panel_postcard_message.xml | 4 ++-- indra/newview/skins/default/xui/en/panel_snapshot_profile.xml | 2 +- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_snapshot.xml b/indra/newview/skins/default/xui/en/floater_snapshot.xml index 7fd19d0f22..b8d368ec52 100644 --- a/indra/newview/skins/default/xui/en/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/en/floater_snapshot.xml @@ -5,7 +5,7 @@ can_minimize="true" can_close="true" follows="left|top" - height="600" + height="500" layout="topleft" name="Snapshot" help_topic="snapshot" @@ -242,7 +242,7 @@ Date: Tue, 15 Nov 2011 15:52:29 -0800 Subject: SH-2563 FIX -- Added diffuse map to the avatar rigid pass to properly set up the eyeball texture for Mac OS Lion --- indra/newview/lldrawpoolavatar.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 60313b25a0..55b314fbb1 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -657,7 +657,7 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; - + sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(0.2f); } @@ -665,6 +665,7 @@ void LLDrawPoolAvatar::beginDeferredRigid() void LLDrawPoolAvatar::endDeferredRigid() { sShaderLevel = mVertexShaderLevel; + sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); gGL.getTexUnit(0)->activate(); } -- cgit v1.2.3 From d71736f3d92f1a276d4aafcbf70c6a8597457220 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Tue, 15 Nov 2011 17:32:09 -0800 Subject: SH-1865 PROGRESS -- Disable the anti-aliasing control on hardware our code doesn't support for anti-aliasing --- indra/newview/llfloaterhardwaresettings.cpp | 38 ++++++++++++++++++---- indra/newview/pipeline.cpp | 4 ++- .../default/xui/en/floater_hardware_settings.xml | 2 +- 3 files changed, 35 insertions(+), 9 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterhardwaresettings.cpp b/indra/newview/llfloaterhardwaresettings.cpp index 42ec7d765b..f9a403cf9f 100644 --- a/indra/newview/llfloaterhardwaresettings.cpp +++ b/indra/newview/llfloaterhardwaresettings.cpp @@ -34,7 +34,9 @@ #include "llviewercontrol.h" #include "llviewertexturelist.h" #include "llfeaturemanager.h" +#include "llspinctrl.h" #include "llstartup.h" +#include "lltextbox.h" #include "pipeline.h" // Linden library includes @@ -98,18 +100,40 @@ void LLFloaterHardwareSettings::refreshEnabledState() } // if no windlight shaders, turn off nighttime brightness, gamma, and fog distance - getChildView("gamma")->setEnabled(!gPipeline.canUseWindLightShaders()); + LLSpinCtrl* gamma_ctrl = getChild("gamma"); + gamma_ctrl->setEnabled(!gPipeline.canUseWindLightShaders()); getChildView("(brightness, lower is brighter)")->setEnabled(!gPipeline.canUseWindLightShaders()); getChildView("fog")->setEnabled(!gPipeline.canUseWindLightShaders()); - getChildView("fsaa")->setEnabled(gPipeline.canUseAntiAliasing()); - getChildView("antialiasing restart")->setVisible(!gSavedSettings.getBOOL("RenderDeferred")); - /* Enable to reset fsaa value to disabled when feature is not available. - if (!gPipeline.canUseAntiAliasing()) + // anti-aliasing { - getChild("fsaa")->setValue((LLSD::Integer) 0); + LLUICtrl* fsaa_ctrl = getChild("fsaa"); + LLTextBox* fsaa_text = getChild("antialiasing label"); + LLView* fsaa_restart = getChildView("antialiasing restart"); + + // Enable or disable the control, the "Antialiasing:" label and the restart warning + // based on code support for the feature on the current hardware. + + if (gPipeline.canUseAntiAliasing()) + { + fsaa_ctrl->setEnabled(TRUE); + + // borrow the text color from the gamma control for consistency + fsaa_text->setColor(gamma_ctrl->getEnabledTextColor()); + + fsaa_restart->setVisible(!gSavedSettings.getBOOL("RenderDeferred")); + } + else + { + fsaa_ctrl->setEnabled(FALSE); + fsaa_ctrl->setValue((LLSD::Integer) 0); + + // borrow the text color from the gamma control for consistency + fsaa_text->setColor(gamma_ctrl->getDisabledTextColor()); + + fsaa_restart->setVisible(FALSE); + } } - */ } //============================================================================ diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c9e1b44b3f..230bf0e9fd 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1165,7 +1165,9 @@ BOOL LLPipeline::canUseWindLightShadersOnObjects() const BOOL LLPipeline::canUseAntiAliasing() const { - return TRUE; + // We can use anti-aliasing if the GL manager can support some multisampling + BOOL can_fsaa = (gGLManager.getNumFBOFSAASamples(2) > 1); + return can_fsaa; } void LLPipeline::unloadShaders() diff --git a/indra/newview/skins/default/xui/en/floater_hardware_settings.xml b/indra/newview/skins/default/xui/en/floater_hardware_settings.xml index 05f4c52b95..66bb9d3cea 100644 --- a/indra/newview/skins/default/xui/en/floater_hardware_settings.xml +++ b/indra/newview/skins/default/xui/en/floater_hardware_settings.xml @@ -35,7 +35,7 @@ height="12" layout="topleft" left="10" - name="Antialiasing:" + name="antialiasing label" top_pad="7" width="188"> Antialiasing: -- cgit v1.2.3 From 557a64f8076666be767eea7567e3375aa71aa1e4 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 16 Nov 2011 18:03:49 +0200 Subject: EXP-1560 FIXED Removed misleading "Constrain proportions" checkbox from the "Save to My Inventory" panel. --- indra/newview/llpanelsnapshotinventory.cpp | 7 ++++--- indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml | 3 ++- 2 files changed, 6 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llpanelsnapshotinventory.cpp b/indra/newview/llpanelsnapshotinventory.cpp index 63ccbc1b02..aca0ee6700 100644 --- a/indra/newview/llpanelsnapshotinventory.cpp +++ b/indra/newview/llpanelsnapshotinventory.cpp @@ -70,6 +70,7 @@ LLPanelSnapshotInventory::LLPanelSnapshotInventory() // virtual BOOL LLPanelSnapshotInventory::postBuild() { + getChild(getAspectRatioCBName())->setVisible(FALSE); // we don't keep aspect ratio for inventory textures return LLPanelSnapshot::postBuild(); } @@ -89,10 +90,10 @@ void LLPanelSnapshotInventory::updateCustomResControls() getChild(getWidthSpinnerName())->setVisible(show); getChild(getHeightSpinnerName())->setVisible(show); - getChild(getAspectRatioCBName())->setVisible(show); - // enable controls if possible - LLPanelSnapshot::updateCustomResControls(); + // Editing gets often enable elsewhere in common snapshot panel code. Override that. + getChild(getWidthSpinnerName())->setAllowEdit(FALSE); + getChild(getHeightSpinnerName())->setAllowEdit(FALSE); } // virtual diff --git a/indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml b/indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml index 662cd5c3bc..9057ebb65e 100644 --- a/indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml +++ b/indra/newview/skins/default/xui/en/panel_snapshot_inventory.xml @@ -118,7 +118,8 @@ label="Constrain proportions" layout="topleft" left="10" - name="inventory_keep_aspect_check" /> + name="inventory_keep_aspect_check" + visible="false" /> - + + + -- cgit v1.2.3 From 6343c769ce402c31ae10944b5fef72fb70e6758a Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Wed, 16 Nov 2011 10:00:41 -0800 Subject: SH-1865 FIX -- removed some old non-deferred rendering code that was preventing anti-aliasing from working when GL_ARB_texture_multisample is unsupported --- indra/newview/pipeline.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 230bf0e9fd..5e9f0e3efe 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -658,7 +658,7 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { refreshCachedSettings(); - U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples); + U32 samples = RenderFSAASamples; //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again @@ -1165,9 +1165,7 @@ BOOL LLPipeline::canUseWindLightShadersOnObjects() const BOOL LLPipeline::canUseAntiAliasing() const { - // We can use anti-aliasing if the GL manager can support some multisampling - BOOL can_fsaa = (gGLManager.getNumFBOFSAASamples(2) > 1); - return can_fsaa; + return TRUE; } void LLPipeline::unloadShaders() -- cgit v1.2.3 From bd0bd119c0bdae7e7d02014a5a843b927b9d226f Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 16 Nov 2011 20:07:55 +0200 Subject: EXP-1594 FIXED Stop the upload progress indicator if inventory texture upoload fails. --- indra/newview/llassetuploadresponders.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llassetuploadresponders.cpp b/indra/newview/llassetuploadresponders.cpp index 40a4d665f8..65bfc990d1 100644 --- a/indra/newview/llassetuploadresponders.cpp +++ b/indra/newview/llassetuploadresponders.cpp @@ -295,6 +295,11 @@ void LLAssetUploadResponder::uploadFailure(const LLSD& content) { // remove the "Uploading..." message LLUploadDialog::modalUploadFinished(); + LLFloater* floater_snapshot = LLFloaterReg::findInstance("snapshot"); + if (floater_snapshot) + { + floater_snapshot->notify(LLSD().with("set-finished", LLSD().with("ok", false).with("msg", "inventory"))); + } std::string reason = content["state"]; // deal with L$ errors -- cgit v1.2.3 From f1719459d5ed2164fe56aa86c1a33ff5cd87ccb1 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 16 Nov 2011 21:39:55 +0200 Subject: EXP-1597 FIXED Reshape save status messages correctly. --- indra/newview/llfloatersnapshot.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index 5b26e93898..ad571451f3 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -2306,8 +2306,11 @@ void LLFloaterSnapshot::draw() // if (impl.getStatus() == Impl::STATUS_FINISHED) { LLRect result_lbl_rect = mSucceessLblPanel->getRect(); - result_lbl_rect.setLeftTopAndSize(local_offset_x, local_offset_y + thumbnail_h, thumbnail_w - 1, result_lbl_rect.getHeight()); + const S32 result_lbl_h = result_lbl_rect.getHeight(); + result_lbl_rect.setLeftTopAndSize(local_offset_x, local_offset_y + thumbnail_h, thumbnail_w - 1, result_lbl_h); + mSucceessLblPanel->reshape(result_lbl_rect.getWidth(), result_lbl_h); mSucceessLblPanel->setRect(result_lbl_rect); + mFailureLblPanel->reshape(result_lbl_rect.getWidth(), result_lbl_h); mFailureLblPanel->setRect(result_lbl_rect); } -- cgit v1.2.3 From 986dccbeafa3fe0ddd9a05e0916a414e4abc51d6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 16 Nov 2011 15:08:17 -0600 Subject: SH-2690 Fix for spammy triangle death on GeForce 7800 Go when selecting flexi attachments. --- indra/newview/llselectmgr.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 830a7778ac..036e428415 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5713,6 +5713,14 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color) return; } + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + gSolidColorProgram.bind(); + } + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.pushUIMatrix(); @@ -5835,6 +5843,11 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color) } gGL.popMatrix(); gGL.popUIMatrix(); + + if (shader) + { + shader->bind(); + } } // -- cgit v1.2.3 From b2824aa21dc52aa4db5374fa3b8084e34a280747 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 16 Nov 2011 15:25:09 -0600 Subject: SH-2690 Add comments per Vir's review feedback --- indra/newview/llselectmgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 036e428415..5d0d1ef9a3 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5717,7 +5717,7 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color) LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; if (shader) - { + { //switch to "solid color" program for SH-2690 -- works around driver bug causing bad triangles when rendering silhouettes gSolidColorProgram.bind(); } -- cgit v1.2.3 From e822ecc8035fe2624270c0c81ace9f74dcc8a8e1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 16 Nov 2011 18:56:25 -0600 Subject: SH-2675 Fix for shadow appearing on terrain at midday when terrain is totally flat and there are no prims visible --- indra/newview/llvosurfacepatch.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 0108690538..c3a2e6a712 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -1035,6 +1035,8 @@ void LLVOSurfacePatch::updateSpatialExtents(LLVector4a& newMin, LLVector4a &newM { LLVector3 posAgent = getPositionAgent(); LLVector3 scale = getScale(); + //make z-axis scale at least 1 to avoid shadow artifacts on totally flat land + scale.mV[VZ] = llmax(scale.mV[VZ], 1.f); newMin.load3( (posAgent-scale*0.5f).mV); // Changing to 2.f makes the culling a -little- better, but still wrong newMax.load3( (posAgent+scale*0.5f).mV); LLVector4a pos; -- cgit v1.2.3 From c79c4f1477cae232a033e33cc1722b4658cf6634 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Wed, 16 Nov 2011 17:14:28 -0800 Subject: SH-1618 FIX SH-1619 FIX SH-1620 FIX SH-2621 FIX * Got lighting, shadows, and ambient occlusion working on ATI macs. * Re-enabled ambient occlusion on ATI macs. * Re-enabled depth of field on ATI macs. Reviewed by Runitai Linden. --- .../shaders/class1/deferred/blurLightF.glsl | 24 ++++++++---- .../shaders/class2/deferred/sunLightSSAOF.glsl | 43 +++++++++++++--------- indra/newview/featuretable_mac.txt | 4 +- 3 files changed, 44 insertions(+), 27 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 7d3b546d3e..60d4dae99f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -44,6 +44,11 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; +vec3 getKern(int i) +{ + return kern[i]; +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -68,35 +73,38 @@ void main() vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); - vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); + float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc_mod -= floor(tc_mod); + tc_mod *= 2.0; + tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + getKern(i).z*dlt; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; + defined_weight += getKern(i).xy; } } for (int i = 1; i < 4; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - getKern(i).z*dlt; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; + defined_weight += getKern(i).xy; } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 5b207ab558..6b420833b9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -40,6 +40,7 @@ uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; uniform sampler2D noiseMap; + // Inputs uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; @@ -49,12 +50,12 @@ uniform float ssao_factor; uniform float ssao_factor_inv; VARYING vec2 vary_fragcoord; -uniform vec3 sun_dir; uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 shadow_res; uniform vec2 proj_shadow_res; +uniform vec3 sun_dir; uniform float shadow_bias; uniform float shadow_offset; @@ -75,11 +76,8 @@ vec4 getPosition(vec2 pos_screen) return pos; } -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) +vec2 getKern(int i) { - float ret = 1.0; - vec2 kern[8]; // exponentially (^2) distant occlusion samples spread around origin kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; @@ -90,22 +88,30 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) 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]; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + float ret = 1.0; vec2 pos_screen = vary_fragcoord.xy; vec3 pos_world = pos.xyz; vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; float angle_hidden = 0.0; - int points = 0; + float points = 0; float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) for (int i = 0; i < 8; i++) { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); vec3 samppos_world = getPosition(samppos_screen).xyz; - + vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); @@ -113,17 +119,21 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) // --> solid angle shrinking by the square of distance //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); + float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; + points = points + diffz_val; } - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); + angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); + float points_val = (points > 0.0) ? 1.0 : 0.0; + ret = (1.0 - (points_val * angle_hidden)); + + ret = max(ret, 0.0); return min(ret, 1.0); } @@ -160,7 +170,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) 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; @@ -253,7 +262,7 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - spos.xyz = shadow_pos+norm*spot_shadow_offset; + spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 803c22507a..390da2273d 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -1,4 +1,4 @@ -version 30 +version 31 // The version number above should be implemented IF AND ONLY IF some // change has been made that is sufficiently important to justify // resetting the graphics preferences of all users to the recommended @@ -291,7 +291,7 @@ list TexUnit8orLess RenderDeferredSSAO 0 0 list ATI -RenderDeferredSSAO 0 0 +RenderDeferredSSAO 1 0 list Intel RenderAnisotropic 1 0 -- cgit v1.2.3 From 13a7fbc7a0cf460b4f57028b2e46c33426aa3a01 Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Wed, 16 Nov 2011 17:48:10 -0800 Subject: EXP-1498 : Add a debug setting DebugHideEmptySystemFolders which is OFF by default so that we can control showing or hidding of system folders (this is temporary so we unblock testers). --- indra/newview/app_settings/settings.xml | 11 +++++++++++ indra/newview/llviewerfoldertype.cpp | 3 ++- 2 files changed, 13 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a7dabeb563..e9b4d4d96d 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1893,6 +1893,17 @@ Value 1 + DebugHideEmptySystemFolders + + Comment + Hide empty system folders when on + Persist + 1 + Type + Boolean + Value + 0 + DebugInventoryFilters Comment diff --git a/indra/newview/llviewerfoldertype.cpp b/indra/newview/llviewerfoldertype.cpp index a179b61cff..c39df7efce 100644 --- a/indra/newview/llviewerfoldertype.cpp +++ b/indra/newview/llviewerfoldertype.cpp @@ -30,6 +30,7 @@ #include "lldictionary.h" #include "llmemory.h" #include "llvisualparam.h" +#include "llviewercontrol.h" static const std::string empty_string; @@ -266,7 +267,7 @@ BOOL LLViewerFolderType::lookupIsQuietType(LLFolderType::EType folder_type) bool LLViewerFolderType::lookupIsHiddenIfEmpty(LLFolderType::EType folder_type) { const ViewerFolderEntry *entry = LLViewerFolderDictionary::getInstance()->lookup(folder_type); - if (entry) + if (gSavedSettings.getBOOL("DebugHideEmptySystemFolders") && entry) { return entry->mHideIfEmpty; } -- cgit v1.2.3 From 87b85b78ef9824222b83334544b9f6c1d720b8a1 Mon Sep 17 00:00:00 2001 From: eli Date: Wed, 16 Nov 2011 18:08:21 -0800 Subject: FIX VWR-26744 --- indra/newview/skins/default/xui/es/panel_people.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/es/panel_people.xml b/indra/newview/skins/default/xui/es/panel_people.xml index 2fcbb00aed..a9d38dca25 100644 --- a/indra/newview/skins/default/xui/es/panel_people.xml +++ b/indra/newview/skins/default/xui/es/panel_people.xml @@ -76,7 +76,7 @@ - + + + diff --git a/indra/newview/skins/default/xui/en/panel_snapshot_options.xml b/indra/newview/skins/default/xui/en/panel_snapshot_options.xml index 792f6dbec8..d2f29ade44 100644 --- a/indra/newview/skins/default/xui/en/panel_snapshot_options.xml +++ b/indra/newview/skins/default/xui/en/panel_snapshot_options.xml @@ -81,68 +81,4 @@ - - - Succeeded - - - - - Failed - - diff --git a/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml b/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml index 0760a33f82..ee79a4b3b8 100644 --- a/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml +++ b/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml @@ -119,7 +119,7 @@ Date: Mon, 21 Nov 2011 16:36:14 -0800 Subject: FIX INTL-82 LQA changes for Turkish and French --- .../default/xui/fr/panel_preferences_privacy.xml | 2 +- .../default/xui/fr/panel_preferences_sound.xml | 6 +- .../skins/default/xui/fr/panel_region_debug.xml | 2 +- indra/newview/skins/default/xui/fr/strings.xml | 2 +- .../newview/skins/default/xui/tr/floater_about.xml | 6 +- .../skins/default/xui/tr/floater_about_land.xml | 16 ++-- .../skins/default/xui/tr/floater_buy_land.xml | 4 +- .../default/xui/tr/floater_edit_day_cycle.xml | 4 +- .../xui/tr/floater_environment_settings.xml | 2 +- .../skins/default/xui/tr/floater_god_tools.xml | 2 +- .../skins/default/xui/tr/floater_joystick.xml | 8 +- .../skins/default/xui/tr/floater_preferences.xml | 2 +- .../default/xui/tr/floater_preview_gesture.xml | 2 +- .../skins/default/xui/tr/floater_report_abuse.xml | 2 +- .../newview/skins/default/xui/tr/floater_tools.xml | 6 +- indra/newview/skins/default/xui/tr/menu_viewer.xml | 4 +- .../newview/skins/default/xui/tr/notifications.xml | 2 +- .../newview/skins/default/xui/tr/panel_people.xml | 6 +- .../default/xui/tr/panel_preferences_advanced.xml | 4 +- .../default/xui/tr/panel_preferences_chat.xml | 4 +- .../default/xui/tr/panel_preferences_general.xml | 2 +- .../default/xui/tr/panel_preferences_graphics1.xml | 4 +- .../default/xui/tr/panel_preferences_privacy.xml | 2 +- .../skins/default/xui/tr/panel_region_debug.xml | 4 +- .../default/xui/tr/panel_region_environment.xml | 2 +- .../skins/default/xui/tr/panel_region_terrain.xml | 2 +- .../newview/skins/default/xui/tr/role_actions.xml | 2 +- .../skins/default/xui/tr/sidepanel_task_info.xml | 2 +- indra/newview/skins/default/xui/tr/strings.xml | 92 +++++++++++----------- 29 files changed, 99 insertions(+), 99 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml b/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml index 3123a4c6fe..b122db9502 100644 --- a/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml +++ b/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml @@ -20,7 +20,7 @@ - Emplacement : + Emplacement des journaux : @@ -107,7 +107,7 @@ layout="topleft" left="335" name="btn_restore_defaults" - top="285" + top="330" width="130"> diff --git a/indra/newview/skins/default/xui/en/strings.xml b/indra/newview/skins/default/xui/en/strings.xml index befcc5dd87..105c6095e6 100644 --- a/indra/newview/skins/default/xui/en/strings.xml +++ b/indra/newview/skins/default/xui/en/strings.xml @@ -3675,6 +3675,7 @@ Try enclosing path to the editor with double quotes. Marketplace Mini-map Move + Merchant outbox People Picks Places @@ -3700,6 +3701,7 @@ Try enclosing path to the editor with double quotes. Go shopping Show nearby people Moving your avatar + Transfer items to your marketplace for sale Friends, groups, and nearby people Places to show as favorites in your profile Places you've saved -- cgit v1.2.3 From f2f90b6ed8e493a42aff805135527d6a7a345e3e Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 30 Nov 2011 08:03:20 +0200 Subject: EXP-1636 FIXED Extend menubar label changes to floater titles and FUI button labels. --- indra/newview/llfloatercamera.cpp | 21 --------------------- indra/newview/llfloatercamera.h | 3 --- .../newview/skins/default/xui/da/floater_camera.xml | 9 --------- .../newview/skins/default/xui/de/floater_camera.xml | 9 --------- .../newview/skins/default/xui/en/floater_avatar.xml | 2 +- .../newview/skins/default/xui/en/floater_camera.xml | 14 +------------- .../skins/default/xui/en/floater_moveview.xml | 2 +- indra/newview/skins/default/xui/en/strings.xml | 4 ++-- .../newview/skins/default/xui/es/floater_camera.xml | 9 --------- .../newview/skins/default/xui/fr/floater_camera.xml | 9 --------- .../newview/skins/default/xui/it/floater_camera.xml | 9 --------- .../newview/skins/default/xui/ja/floater_camera.xml | 9 --------- .../newview/skins/default/xui/pl/floater_camera.xml | 9 --------- .../newview/skins/default/xui/pt/floater_camera.xml | 9 --------- .../newview/skins/default/xui/ru/floater_camera.xml | 9 --------- .../newview/skins/default/xui/tr/floater_camera.xml | 9 --------- .../newview/skins/default/xui/zh/floater_camera.xml | 9 --------- 17 files changed, 5 insertions(+), 140 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatercamera.cpp b/indra/newview/llfloatercamera.cpp index b33dea4890..313256e5ef 100644 --- a/indra/newview/llfloatercamera.cpp +++ b/indra/newview/llfloatercamera.cpp @@ -433,26 +433,6 @@ void LLFloaterCamera::setMode(ECameraControlMode mode) updateState(); } -void LLFloaterCamera::setModeTitle(const ECameraControlMode mode) -{ - std::string title; - switch(mode) - { - case CAMERA_CTRL_MODE_MODES: - title = getString("camera_modes_title"); - break; - case CAMERA_CTRL_MODE_PAN: - title = getString("pan_mode_title"); - break; - case CAMERA_CTRL_MODE_PRESETS: - title = getString("presets_mode_title"); - break; - default: - break; - } - setTitle(title); -} - void LLFloaterCamera::switchMode(ECameraControlMode mode) { setMode(mode); @@ -532,7 +512,6 @@ void LLFloaterCamera::updateState() { iter->second->setToggleState(iter->first == mCurrMode); } - setModeTitle(mCurrMode); } void LLFloaterCamera::updateItemsSelection() diff --git a/indra/newview/llfloatercamera.h b/indra/newview/llfloatercamera.h index 4572932853..4d6d03f22d 100644 --- a/indra/newview/llfloatercamera.h +++ b/indra/newview/llfloatercamera.h @@ -102,9 +102,6 @@ private: /* sets a new mode preserving previous one and updates ui*/ void setMode(ECameraControlMode mode); - /** set title appropriate to passed mode */ - void setModeTitle(const ECameraControlMode mode); - /* updates the state (UI) according to the current mode */ void updateState(); diff --git a/indra/newview/skins/default/xui/da/floater_camera.xml b/indra/newview/skins/default/xui/da/floater_camera.xml index 5b7ef6db54..b5d5e8bc08 100644 --- a/indra/newview/skins/default/xui/da/floater_camera.xml +++ b/indra/newview/skins/default/xui/da/floater_camera.xml @@ -9,15 +9,6 @@ Flyt kamera op og ned, til venstre og højre - - Kamera valg - - - Kredsløb zoom panorering - - - Forvalg - Se objekt diff --git a/indra/newview/skins/default/xui/de/floater_camera.xml b/indra/newview/skins/default/xui/de/floater_camera.xml index bbf1c8af60..7e9ebdb643 100644 --- a/indra/newview/skins/default/xui/de/floater_camera.xml +++ b/indra/newview/skins/default/xui/de/floater_camera.xml @@ -9,15 +9,6 @@ Kamera nach oben, unten, links und rechts bewegen - - Kameramodi - - - Kreisen - Zoomen - Schwenken - - - Ansichten - Objekt ansehen diff --git a/indra/newview/skins/default/xui/en/floater_avatar.xml b/indra/newview/skins/default/xui/en/floater_avatar.xml index 6009821f7f..82c3403008 100644 --- a/indra/newview/skins/default/xui/en/floater_avatar.xml +++ b/indra/newview/skins/default/xui/en/floater_avatar.xml @@ -15,7 +15,7 @@ help_topic="avatar" save_rect="true" save_visibility="true" - title="AVATAR PICKER" + title="CHOOSE AN AVATAR" width="700"> @@ -29,18 +29,6 @@ name="move_tooltip"> Move Camera Up and Down, Left and Right - - Camera modes - - - Orbit Zoom Pan - - - Preset Views - View Object diff --git a/indra/newview/skins/default/xui/en/floater_moveview.xml b/indra/newview/skins/default/xui/en/floater_moveview.xml index e96039a3e1..6ba812abff 100644 --- a/indra/newview/skins/default/xui/en/floater_moveview.xml +++ b/indra/newview/skins/default/xui/en/floater_moveview.xml @@ -16,7 +16,7 @@ save_visibility="true" single_instance="true" chrome="true" - title="MOVE" + title="WALK / RUN / FLY" width="133"> diff --git a/indra/newview/skins/default/xui/en/strings.xml b/indra/newview/skins/default/xui/en/strings.xml index befcc5dd87..c25d1f57d6 100644 --- a/indra/newview/skins/default/xui/en/strings.xml +++ b/indra/newview/skins/default/xui/en/strings.xml @@ -3674,7 +3674,7 @@ Try enclosing path to the editor with double quotes. Map Marketplace Mini-map - Move + Walk / run / fly People Picks Places @@ -3683,7 +3683,7 @@ Try enclosing path to the editor with double quotes. Search Snapshot Speak - View + Camera controls Voice settings Information about the land you're visiting diff --git a/indra/newview/skins/default/xui/es/floater_camera.xml b/indra/newview/skins/default/xui/es/floater_camera.xml index cdcb9a146b..f8911f3a4a 100644 --- a/indra/newview/skins/default/xui/es/floater_camera.xml +++ b/indra/newview/skins/default/xui/es/floater_camera.xml @@ -9,15 +9,6 @@ Mover la cámara arriba y abajo, izquierda y derecha - - Modos de cámara - - - Orbital - Zoom - Panorámica - - - Vistas predefinidas - Centrar el objeto diff --git a/indra/newview/skins/default/xui/fr/floater_camera.xml b/indra/newview/skins/default/xui/fr/floater_camera.xml index 97ff246c4d..77d3c2cfe4 100644 --- a/indra/newview/skins/default/xui/fr/floater_camera.xml +++ b/indra/newview/skins/default/xui/fr/floater_camera.xml @@ -9,15 +9,6 @@ Déplacer la caméra vers le haut et le bas, la gauche et la droite - - Modes - - - Rotation - Zoom - Panoramique - - - Préréglages - Voir l'objet diff --git a/indra/newview/skins/default/xui/it/floater_camera.xml b/indra/newview/skins/default/xui/it/floater_camera.xml index be4b8e210d..7e6ca4307e 100644 --- a/indra/newview/skins/default/xui/it/floater_camera.xml +++ b/indra/newview/skins/default/xui/it/floater_camera.xml @@ -9,15 +9,6 @@ Muovi la telecamera su e giù e a sinistra e destra - - Modalità della fotocamera - - - Ruota visuale - Ingrandisci - Panoramica - - - Visuali predefinite - Vedi oggetto diff --git a/indra/newview/skins/default/xui/ja/floater_camera.xml b/indra/newview/skins/default/xui/ja/floater_camera.xml index 5d3a048975..0661e17309 100644 --- a/indra/newview/skins/default/xui/ja/floater_camera.xml +++ b/indra/newview/skins/default/xui/ja/floater_camera.xml @@ -9,15 +9,6 @@ カメラを上下左右に移動 - - カメラモード - - - 旋回 - ズーム - 水平・垂直移動 - - - 事前設定の視野 - オブジェクトを見る diff --git a/indra/newview/skins/default/xui/pl/floater_camera.xml b/indra/newview/skins/default/xui/pl/floater_camera.xml index 5b9dd47616..60f3cd0fff 100644 --- a/indra/newview/skins/default/xui/pl/floater_camera.xml +++ b/indra/newview/skins/default/xui/pl/floater_camera.xml @@ -9,15 +9,6 @@ Poruszaj kamerą w dół/górę oraz w prawo/lewo - - Ustawienia - - - W prawo lub w lewo - - - Ustaw widok - Zobacz obiekt diff --git a/indra/newview/skins/default/xui/pt/floater_camera.xml b/indra/newview/skins/default/xui/pt/floater_camera.xml index 0e4fc1b455..6b66d01781 100644 --- a/indra/newview/skins/default/xui/pt/floater_camera.xml +++ b/indra/newview/skins/default/xui/pt/floater_camera.xml @@ -9,15 +9,6 @@ Mover a Câmera para Cima e para Baixo, para a Esquerda e para a Direita - - Modos de câmera - - - Pan zoom orbital - - - Ângulos predefinidos - Visualizar objeto diff --git a/indra/newview/skins/default/xui/ru/floater_camera.xml b/indra/newview/skins/default/xui/ru/floater_camera.xml index 7a1f530668..945a63c0eb 100644 --- a/indra/newview/skins/default/xui/ru/floater_camera.xml +++ b/indra/newview/skins/default/xui/ru/floater_camera.xml @@ -9,15 +9,6 @@ Переместить камеру вверх, вниз, влево или вправо - - Режимы камеры - - - Вращение, приближение, сдвиг - - - Стандартные настройки - Смотреть на объект diff --git a/indra/newview/skins/default/xui/tr/floater_camera.xml b/indra/newview/skins/default/xui/tr/floater_camera.xml index 4161e6ea52..c92d4e9db4 100644 --- a/indra/newview/skins/default/xui/tr/floater_camera.xml +++ b/indra/newview/skins/default/xui/tr/floater_camera.xml @@ -9,15 +9,6 @@ Kamerayı Yukarı ve Aşağı, Sola ve Sağa Hareket Ettir - - Kamera modları - - - Yörünge - Yakınlş. - Kamerayı Çvr. - - - Ön Ayarlı Görünümler - Nesneyi Göster diff --git a/indra/newview/skins/default/xui/zh/floater_camera.xml b/indra/newview/skins/default/xui/zh/floater_camera.xml index f4db20684c..b75474340c 100644 --- a/indra/newview/skins/default/xui/zh/floater_camera.xml +++ b/indra/newview/skins/default/xui/zh/floater_camera.xml @@ -9,15 +9,6 @@ Move Camera Up and Down, Left and Right - - 攝影機模式 - - - 環繞縮放平移 - - - 預設視角 - 視角物件 -- cgit v1.2.3 From 9771733ac9d2a624ac5fd4e84d60edffdcfd9ee3 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 30 Nov 2011 08:18:52 +0200 Subject: EXP-1640 FIXED Fixed weirdly looking Snapshot floater in Italian and French locales. --- indra/newview/skins/default/xui/fr/floater_snapshot.xml | 2 +- indra/newview/skins/default/xui/it/floater_snapshot.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/fr/floater_snapshot.xml b/indra/newview/skins/default/xui/fr/floater_snapshot.xml index 34d0957b46..365ff77ff9 100644 --- a/indra/newview/skins/default/xui/fr/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/fr/floater_snapshot.xml @@ -1,5 +1,5 @@ - + inconnu diff --git a/indra/newview/skins/default/xui/it/floater_snapshot.xml b/indra/newview/skins/default/xui/it/floater_snapshot.xml index 5bff19e8d7..f1c5cc4caf 100644 --- a/indra/newview/skins/default/xui/it/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/it/floater_snapshot.xml @@ -1,5 +1,5 @@ - + sconosciuto -- cgit v1.2.3 From 19545f58ad868470ff04b452697161cd57025220 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 30 Nov 2011 08:35:25 +0200 Subject: EXP-1641 FIXED Snapshot floater doesn't persist between sessions anymore to avoid capturing login screen. --- indra/newview/skins/default/xui/en/floater_snapshot.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_snapshot.xml b/indra/newview/skins/default/xui/en/floater_snapshot.xml index 85f65dedd3..61f2e7e72d 100644 --- a/indra/newview/skins/default/xui/en/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/en/floater_snapshot.xml @@ -10,7 +10,7 @@ name="Snapshot" help_topic="snapshot" save_rect="true" - save_visibility="true" + save_visibility="false" title="SNAPSHOT PREVIEW" width="470"> Date: Tue, 29 Nov 2011 23:53:28 -0800 Subject: fix for crash on startup (font system not initialized when first creating fonts) --- indra/newview/llviewerwindow.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 2479006eeb..22076417a6 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -4745,6 +4745,9 @@ void LLViewerWindow::initFonts(F32 zoom_factor) { LLFontGL::destroyAllGL(); // Initialize with possibly different zoom factor + + LLFontManager::initClass(); + LLFontGL::initClass( gSavedSettings.getF32("FontScreenDPI"), mDisplayScale.mV[VX] * zoom_factor, mDisplayScale.mV[VY] * zoom_factor, -- cgit v1.2.3 From 93dbcb4dc8b22ebbdd7c97854b3559502c68ed43 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Wed, 30 Nov 2011 05:26:07 -0500 Subject: STORM-1719 notifications.xml has two instances where a button shows as "Ok" and Not "OK" --- indra/newview/skins/default/xui/en/notifications.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/notifications.xml b/indra/newview/skins/default/xui/en/notifications.xml index e4458f33b1..4e4eea0354 100644 --- a/indra/newview/skins/default/xui/en/notifications.xml +++ b/indra/newview/skins/default/xui/en/notifications.xml @@ -6939,7 +6939,7 @@ With the following Residents: + yestext="OK"/> -- cgit v1.2.3 From ac762b0426bf5b5e0edd5d725ba6c01a39cb0248 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Wed, 30 Nov 2011 19:37:12 +0200 Subject: EXP-1634 FIXED Removed the "exchange rates" link from the L$ Buy Dialog. --- indra/newview/skins/default/xui/da/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/de/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/en/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/es/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/fr/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/it/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/ja/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/pl/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/pt/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/ru/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/tr/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/zh/floater_buy_currency.xml | 2 +- 12 files changed, 12 insertions(+), 12 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/da/floater_buy_currency.xml b/indra/newview/skins/default/xui/da/floater_buy_currency.xml index ec47b2f445..3c0428b2b0 100644 --- a/indra/newview/skins/default/xui/da/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/da/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Indtast beløbet for at se nyeste valutakurs. diff --git a/indra/newview/skins/default/xui/de/floater_buy_currency.xml b/indra/newview/skins/default/xui/de/floater_buy_currency.xml index 38321b7906..e766b622f7 100644 --- a/indra/newview/skins/default/xui/de/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/de/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT] L$ - [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=de-DE Umtauschrate] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung] Geben Sie den Betrag erneut ein, um die aktuellste Umtauschrate anzuzeigen. diff --git a/indra/newview/skins/default/xui/en/floater_buy_currency.xml b/indra/newview/skins/default/xui/en/floater_buy_currency.xml index 49ca6cc8ba..6afa24d04a 100644 --- a/indra/newview/skins/default/xui/en/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/en/floater_buy_currency.xml @@ -224,7 +224,7 @@ width="300" height="30" name="currency_links"> - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] - [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda] | [http://www.secondlife.com/my/account/exchange_rates.php tipo de cambio] + [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda] Vuelve a escribir la cantidad para ver el tipo de cambio más reciente. diff --git a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml index b3acc83078..d9e8e8821d 100644 --- a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml @@ -47,7 +47,7 @@ le Lindex... [AMT] L$ - [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=fr-FR taux de change] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise] Saisissez à nouveau le montant pour voir le taux de change actuel. diff --git a/indra/newview/skins/default/xui/it/floater_buy_currency.xml b/indra/newview/skins/default/xui/it/floater_buy_currency.xml index 635b56d37a..d985ad2b3c 100644 --- a/indra/newview/skins/default/xui/it/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/it/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT]L$ - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Riscrivi l'importo per vedere l'ultimo tasso al cambio. diff --git a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml index 22af6e0ea2..e447eefe0e 100644 --- a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=ja-JP 換算レート] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨] 金額を再入力して最新換算レートを確認します。 diff --git a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml index f2a6579dc3..3e51761b37 100644 --- a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT]L$ - [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta] | [http://www.secondlife.com/my/account/exchange_rates.php kurs wymiany] + [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta] Wpisz ponownie kwotę aby zobaczyć ostatni kurs wymiany. diff --git a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml index a737212b50..b5ba477fe5 100644 --- a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Digite o valor novamente para ver o câmbio atual. diff --git a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml index 7690ff2a6c..7d34ca3274 100644 --- a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта] | [http://www.secondlife.com/my/account/exchange_rates.php обменный курс] + [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта] Повторно введите сумму, чтобы увидеть новый обменный курс. diff --git a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml index 48cd93ccf9..6608fd72e1 100644 --- a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi | [http://www.secondlife.com/my/account/exchange_rates.php döviz kurları] + [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi En son döviz kurunu görmek için miktarı yeniden girin. diff --git a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml index d63e73c6f1..9f6591faf9 100644 --- a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Re-enter amount to see the latest exchange rate. -- cgit v1.2.3 From e6f5a57395a64b8dcfe85f20b0a63402c77a3c5f Mon Sep 17 00:00:00 2001 From: Xiaohong Bao Date: Wed, 30 Nov 2011 11:21:22 -0700 Subject: fix for SH-2668: "ocean" water is always 20m high instead of the Region Water Height --- indra/newview/llworld.cpp | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 6f6e0d2334..676287c0ad 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -818,14 +818,11 @@ void LLWorld::updateWaterObjects() max_x = (S32)region_x + range; max_y = (S32)region_y + range; - F32 height = 0.f; - for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; LLVOWater* waterp = regionp->getLand().getWaterObj(); - height += regionp->getWaterHeight(); if (waterp) { gObjectList.updateActive(waterp); @@ -842,6 +839,7 @@ void LLWorld::updateWaterObjects() // Now, get a list of the holes S32 x, y; + F32 water_height = gAgent.getRegion()->getWaterHeight() + 256.f; for (x = min_x; x <= max_x; x += rwidth) { for (y = min_y; y <= max_y; y += rwidth) @@ -853,7 +851,7 @@ void LLWorld::updateWaterObjects() waterp->setUseTexture(FALSE); waterp->setPositionGlobal(LLVector3d(x + rwidth/2, y + rwidth/2, - 256.f+DEFAULT_WATER_HEIGHT)); + water_height)); waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f)); gPipeline.createObject(waterp); mHoleWaterObjects.push_back(waterp); @@ -910,8 +908,7 @@ void LLWorld::updateWaterObjects() } waterp->setRegion(gAgent.getRegion()); - LLVector3d water_pos(water_center_x, water_center_y, - DEFAULT_WATER_HEIGHT+256.f); + LLVector3d water_pos(water_center_x, water_center_y, water_height) ; LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f); //stretch out to horizon -- cgit v1.2.3 From d05e8361ccc60cfc0f269d63a5a0e6b0a06ec7c1 Mon Sep 17 00:00:00 2001 From: eli Date: Wed, 30 Nov 2011 15:01:54 -0800 Subject: sync with viewer-development --- indra/newview/skins/default/xui/da/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/de/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/en/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/en/floater_snapshot.xml | 2 +- indra/newview/skins/default/xui/es/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/fr/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/fr/floater_snapshot.xml | 2 +- indra/newview/skins/default/xui/it/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/it/floater_snapshot.xml | 2 +- indra/newview/skins/default/xui/ja/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/pl/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/pt/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/ru/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/tr/floater_buy_currency.xml | 2 +- indra/newview/skins/default/xui/zh/floater_buy_currency.xml | 2 +- 15 files changed, 15 insertions(+), 15 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/da/floater_buy_currency.xml b/indra/newview/skins/default/xui/da/floater_buy_currency.xml index ec47b2f445..3c0428b2b0 100644 --- a/indra/newview/skins/default/xui/da/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/da/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Indtast beløbet for at se nyeste valutakurs. diff --git a/indra/newview/skins/default/xui/de/floater_buy_currency.xml b/indra/newview/skins/default/xui/de/floater_buy_currency.xml index 38321b7906..e766b622f7 100644 --- a/indra/newview/skins/default/xui/de/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/de/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT] L$ - [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=de-DE Umtauschrate] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung] Geben Sie den Betrag erneut ein, um die aktuellste Umtauschrate anzuzeigen. diff --git a/indra/newview/skins/default/xui/en/floater_buy_currency.xml b/indra/newview/skins/default/xui/en/floater_buy_currency.xml index 49ca6cc8ba..6afa24d04a 100644 --- a/indra/newview/skins/default/xui/en/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/en/floater_buy_currency.xml @@ -224,7 +224,7 @@ width="300" height="30" name="currency_links"> - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] - [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda] | [http://www.secondlife.com/my/account/exchange_rates.php tipo de cambio] + [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda] Vuelve a escribir la cantidad para ver el tipo de cambio más reciente. diff --git a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml index b3acc83078..d9e8e8821d 100644 --- a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml @@ -47,7 +47,7 @@ le Lindex... [AMT] L$ - [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=fr-FR taux de change] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise] Saisissez à nouveau le montant pour voir le taux de change actuel. diff --git a/indra/newview/skins/default/xui/fr/floater_snapshot.xml b/indra/newview/skins/default/xui/fr/floater_snapshot.xml index 34d0957b46..365ff77ff9 100644 --- a/indra/newview/skins/default/xui/fr/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/fr/floater_snapshot.xml @@ -1,5 +1,5 @@ - + inconnu diff --git a/indra/newview/skins/default/xui/it/floater_buy_currency.xml b/indra/newview/skins/default/xui/it/floater_buy_currency.xml index 635b56d37a..d985ad2b3c 100644 --- a/indra/newview/skins/default/xui/it/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/it/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT]L$ - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Riscrivi l'importo per vedere l'ultimo tasso al cambio. diff --git a/indra/newview/skins/default/xui/it/floater_snapshot.xml b/indra/newview/skins/default/xui/it/floater_snapshot.xml index 5bff19e8d7..f1c5cc4caf 100644 --- a/indra/newview/skins/default/xui/it/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/it/floater_snapshot.xml @@ -1,5 +1,5 @@ - + sconosciuto diff --git a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml index 22af6e0ea2..e447eefe0e 100644 --- a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=ja-JP 換算レート] + [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨] 金額を再入力して最新換算レートを確認します。 diff --git a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml index f2a6579dc3..3e51761b37 100644 --- a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml @@ -46,7 +46,7 @@ [AMT]L$ - [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta] | [http://www.secondlife.com/my/account/exchange_rates.php kurs wymiany] + [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta] Wpisz ponownie kwotę aby zobaczyć ostatni kurs wymiany. diff --git a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml index a737212b50..b5ba477fe5 100644 --- a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Digite o valor novamente para ver o câmbio atual. diff --git a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml index 7690ff2a6c..7d34ca3274 100644 --- a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта] | [http://www.secondlife.com/my/account/exchange_rates.php обменный курс] + [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта] Повторно введите сумму, чтобы увидеть новый обменный курс. diff --git a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml index 48cd93ccf9..6608fd72e1 100644 --- a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi | [http://www.secondlife.com/my/account/exchange_rates.php döviz kurları] + [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi En son döviz kurunu görmek için miktarı yeniden girin. diff --git a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml index d63e73c6f1..9f6591faf9 100644 --- a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml +++ b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml @@ -46,7 +46,7 @@ L$ [AMT] - [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate] + [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] Re-enter amount to see the latest exchange rate. -- cgit v1.2.3 From 5535722ea5c2f64a25ca569c930e969f2e989af9 Mon Sep 17 00:00:00 2001 From: Ima Mechanique Date: Thu, 1 Dec 2011 12:31:56 +0000 Subject: STORM-1708 Linux UI additions --- indra/newview/llfilepicker.cpp | 14 +++++++++++++- indra/newview/skins/default/xui/en/strings.xml | 5 +++-- 2 files changed, 16 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfilepicker.cpp b/indra/newview/llfilepicker.cpp index 3cbc4e5648..d259e02452 100644 --- a/indra/newview/llfilepicker.cpp +++ b/indra/newview/llfilepicker.cpp @@ -1197,7 +1197,12 @@ static std::string add_imageload_filter_to_gtkchooser(GtkWindow *picker) add_common_filters_to_gtkchooser(gfilter, picker, filtername); return filtername; } - + +static std::string add_script_filter_to_gtkchooser(GtkWindow *picker) +{ + return add_simple_mime_filter_to_gtkchooser(picker, "text/plain", + LLTrans::getString("script_files") + " (*.lsl)"); +} BOOL LLFilePicker::getSaveFile( ESaveFilter filter, const std::string& filename ) { @@ -1263,6 +1268,10 @@ BOOL LLFilePicker::getSaveFile( ESaveFilter filter, const std::string& filename LLTrans::getString("compressed_image_files") + " (*.j2c)"); suggest_ext = ".j2c"; break; + case FFSAVE_SCRIPT: + caption += add_script_filter_to_gtkchooser(picker); + suggest_ext = ".lsl"; + break; default:; break; } @@ -1328,6 +1337,9 @@ BOOL LLFilePicker::getOpenFile( ELoadFilter filter, bool blocking ) case FFLOAD_IMAGE: filtername = add_imageload_filter_to_gtkchooser(picker); break; + case FFLOAD_SCRIPT: + filtername = add_script_filter_to_gtkchooser(picker); + break; default:; break; } diff --git a/indra/newview/skins/default/xui/en/strings.xml b/indra/newview/skins/default/xui/en/strings.xml index befcc5dd87..0d26465dfa 100644 --- a/indra/newview/skins/default/xui/en/strings.xml +++ b/indra/newview/skins/default/xui/en/strings.xml @@ -427,9 +427,10 @@ Please try logging in again in a minute. Compressed Images Load Files Choose Directory + Scripts - - + Sleeps script for [SLEEP_TIME] seconds. -- cgit v1.2.3 From 47e493f5f8ed6b06d4920b7679b1e00c2e3a9229 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Thu, 1 Dec 2011 09:49:06 -0500 Subject: STORM-1721 Set UI Size to Default Option Duplicated in Advanced Menu --- indra/newview/skins/default/xui/en/menu_viewer.xml | 6 ------ 1 file changed, 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index c8c1922bf6..3a581e7e6e 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -1723,12 +1723,6 @@ function="Tools.EnableReleaseKeys" parameter="" /> - - - Date: Thu, 1 Dec 2011 18:14:22 +0200 Subject: EXP-1639 WIP Added debugging messages. --- indra/newview/llfloatersnapshot.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index ad571451f3..80fc5fcdfc 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -1416,7 +1416,7 @@ void LLFloaterSnapshot::Impl::updateControls(LLFloaterSnapshot* floater) BOOL got_snap = previewp && previewp->getSnapshotUpToDate(); // *TODO: Separate maximum size for Web images from postcards - //lldebugs << "Is snapshot up-to-date? " << got_snap << llendl; + lldebugs << "Is snapshot up-to-date? " << got_snap << llendl; LLLocale locale(LLLocale::USER_LOCALE); std::string bytes_string; @@ -1872,6 +1872,7 @@ void LLFloaterSnapshot::Impl::updateResolution(LLUICtrl* ctrl, void* data, BOOL getPreviewView(view)->updateSnapshot(FALSE, TRUE); if(do_update) { + lldebugs << "Will update controls" << llendl; updateControls(view); setNeedRefresh(view, true); } @@ -2427,6 +2428,7 @@ void LLFloaterSnapshot::update() { changed |= LLSnapshotLivePreview::onIdle(*iter); } + lldebugs << "changed: " << changed << llendl; if(changed) { inst->impl.updateControls(inst); -- cgit v1.2.3 From c1e306b83e0dc8c24dc23f32a1df0700ed9bef3c Mon Sep 17 00:00:00 2001 From: Oz Linden Date: Thu, 1 Dec 2011 13:15:24 -0500 Subject: storm-1686: make "Neck" and "Avatar Center" attach points available in context menus --- indra/newview/character/avatar_lad.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/character/avatar_lad.xml b/indra/newview/character/avatar_lad.xml index 6641c80b94..99dbfcae51 100644 --- a/indra/newview/character/avatar_lad.xml +++ b/indra/newview/character/avatar_lad.xml @@ -395,7 +395,7 @@ Date: Thu, 1 Dec 2011 10:44:21 -0800 Subject: EXP-1588 FIX Floaters do not snap to edge --- indra/newview/lltoolbarview.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/lltoolbarview.cpp b/indra/newview/lltoolbarview.cpp index 5ff0ccfeb2..3872444e8f 100644 --- a/indra/newview/lltoolbarview.cpp +++ b/indra/newview/lltoolbarview.cpp @@ -530,6 +530,11 @@ void LLToolBarView::draw() } } + for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++) + { + mToolbars[i]->getParent()->setVisible(mToolbars[i]->hasButtons() || isToolDragged()); + } + // Draw drop zones if drop of a tool is active if (isToolDragged()) { -- cgit v1.2.3 From 8aa0ef2636b15e0e8a4e15df3169a17b2d15e8d2 Mon Sep 17 00:00:00 2001 From: Xiaohong Bao Date: Thu, 1 Dec 2011 12:06:47 -0700 Subject: fix for SH-2560: Nearby avatar textures fail to load and SH-2671: sometimes other avatar textures don't load --- indra/newview/llviewertexture.cpp | 29 +++++++++++++++++------------ 1 file changed, 17 insertions(+), 12 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp index 786e2b73b1..b0f5361a79 100644 --- a/indra/newview/llviewertexture.cpp +++ b/indra/newview/llviewertexture.cpp @@ -2269,6 +2269,7 @@ void LLViewerFetchedTexture::unpauseLoadedCallbacks(const LLLoadedCallbackEntry: } } mPauseLoadedCallBacks = FALSE ; + mLastCallBackActiveTime = sCurrentTime ; if(need_raw) { mSaveRawImage = TRUE ; @@ -2310,6 +2311,11 @@ bool LLViewerFetchedTexture::doLoadedCallbacks() { static const F32 MAX_INACTIVE_TIME = 120.f ; //seconds + if(mPauseLoadedCallBacks) + { + destroyRawImage(); + return false; //paused + } if (mNeedsCreateTexture) { return false; @@ -2337,12 +2343,7 @@ bool LLViewerFetchedTexture::doLoadedCallbacks() // Remove ourself from the global list of textures with callbacks gTextureList.mCallbackList.erase(this); - } - if(mPauseLoadedCallBacks) - { - destroyRawImage(); - return res; //paused - } + } S32 gl_discard = getDiscardLevel(); @@ -2604,7 +2605,11 @@ bool LLViewerFetchedTexture::needsToSaveRawImage() void LLViewerFetchedTexture::destroyRawImage() { - if (mAuxRawImage.notNull()) sAuxCount--; + if (mAuxRawImage.notNull()) + { + sAuxCount--; + mAuxRawImage = NULL; + } if (mRawImage.notNull()) { @@ -2618,12 +2623,12 @@ void LLViewerFetchedTexture::destroyRawImage() } setCachedRawImage() ; } + + mRawImage = NULL; + + mIsRawImageValid = FALSE; + mRawDiscardLevel = INVALID_DISCARD_LEVEL; } - - mRawImage = NULL; - mAuxRawImage = NULL; - mIsRawImageValid = FALSE; - mRawDiscardLevel = INVALID_DISCARD_LEVEL; } //use the mCachedRawImage to (re)generate the gl texture. -- cgit v1.2.3 From c9c03ffa0ca21eeb2786920cf9c0cb547be8a468 Mon Sep 17 00:00:00 2001 From: Xiaohong Bao Date: Thu, 1 Dec 2011 14:52:37 -0700 Subject: fix for sh-2735: LLCurl causes SL to freeze when logout --- indra/newview/llappviewer.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 9d40a8a60e..e80475f096 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -1781,6 +1781,7 @@ bool LLAppViewer::cleanup() pending += LLAppViewer::getTextureFetch()->update(1); // unpauses the texture fetch thread pending += LLVFSThread::updateClass(0); pending += LLLFSThread::updateClass(0); + pending += LLCurl::getCurlThread()->update(1) ; F64 idle_time = idleTimer.getElapsedTimeF64(); if(!pending) { @@ -1792,6 +1793,7 @@ bool LLAppViewer::cleanup() break; } } + LLCurl::getCurlThread()->pause() ; // Delete workers first // shotdown all worker threads before deleting them in case of co-dependencies -- cgit v1.2.3 From 57311704c8211e3899dd10e2a8f33ae145ac1916 Mon Sep 17 00:00:00 2001 From: eli Date: Thu, 1 Dec 2011 15:07:34 -0800 Subject: FIX VWR-25381 --- indra/newview/skins/default/xui/es/panel_navigation_bar.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/es/panel_navigation_bar.xml b/indra/newview/skins/default/xui/es/panel_navigation_bar.xml index 1b7f5d5a9f..d36c6283bc 100644 --- a/indra/newview/skins/default/xui/es/panel_navigation_bar.xml +++ b/indra/newview/skins/default/xui/es/panel_navigation_bar.xml @@ -3,7 +3,7 @@ - + + -- cgit v1.2.3 From d10bcca167e2d4332dced910660aa1a6a85bc175 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 8 Feb 2012 15:14:03 -0600 Subject: SH-2592 Fix for some shader uniforms using the wrong vector size. --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 -- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 2 -- indra/newview/llwaterparammanager.cpp | 2 +- indra/newview/llwlparamset.cpp | 4 ++-- 5 files changed, 5 insertions(+), 9 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 2c8808bdce..cb7603f4fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -55,8 +55,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2406359721..c1dd45cd67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -60,7 +60,7 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -169,7 +169,7 @@ void main() // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 6a87caa8cf..3788ddaf2d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -53,8 +53,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 20b34637b8..e386112334 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -194,7 +194,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); - shader->uniform4f("distance_multiplier", 0, 0, 0, 0); + shader->uniform1f("distance_multiplier", 0); } } diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 1e95b3ea4a..b04d30db55 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -75,9 +75,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const stop_glerror(); } else if (param == "cloud_scale" || param == "cloud_shadow" || - param == "density_multiplier" || + param == "density_multiplier" || param == "distance_multiplier" || param == "haze_density" || param == "haze_horizon" || - param == "max_y") + param == "max_y" ) { F32 val = (F32) i->second[0].asReal(); -- cgit v1.2.3 From bb1a1f9d01fdbc377ca61f52041f66a86b974086 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 10 Feb 2012 14:28:16 -0600 Subject: SH-2963 Fix for highlight transparent not highlighting 100% transparent objects. --- indra/newview/lldrawpool.h | 1 + indra/newview/lldrawpoolalpha.cpp | 1 + indra/newview/llvovolume.cpp | 10 +++++++--- 3 files changed, 9 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 5a2981e749..64774d06df 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -133,6 +133,7 @@ public: PASS_ALPHA, PASS_ALPHA_MASK, PASS_FULLBRIGHT_ALPHA_MASK, + PASS_ALPHA_INVISIBLE, NUM_RENDER_TYPES, }; diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index ddb7d3ceeb..5b62dbc560 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -337,6 +337,7 @@ void LLDrawPoolAlpha::render(S32 pass) pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); if(shaders) { diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 6354230796..438d578ac5 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4433,10 +4433,10 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) else { if (te->getColor().mV[3] > 0.f) - { + { //only treat as alpha in the pipeline if < 100% transparent drawablep->setState(LLDrawable::HAS_ALPHA); - alpha_faces.push_back(facep); } + alpha_faces.push_back(facep); } } else @@ -4952,7 +4952,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: if (is_alpha) { // can we safely treat this as an alpha mask? - if (facep->canRenderAsMask()) + if (facep->getFaceColor().mV[3] <= 0.f) + { //100% transparent, don't render unless we're highlighting transparent + registerFace(group, facep, LLRenderPass::PASS_ALPHA_INVISIBLE); + } + else if (facep->canRenderAsMask()) { if (te->getFullbright() || LLPipeline::sNoAlpha) { -- cgit v1.2.3 From c6acd4723526ed82e79dccef18aaf4821e53dfeb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 8 Feb 2012 15:14:03 -0600 Subject: SH-2592 Fix for some shader uniforms using the wrong vector size. --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 -- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 2 -- indra/newview/llwaterparammanager.cpp | 2 +- indra/newview/llwlparamset.cpp | 4 ++-- 5 files changed, 5 insertions(+), 9 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 2c8808bdce..cb7603f4fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -55,8 +55,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2406359721..c1dd45cd67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -60,7 +60,7 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -169,7 +169,7 @@ void main() // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 6a87caa8cf..3788ddaf2d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -53,8 +53,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 20b34637b8..e386112334 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -194,7 +194,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); - shader->uniform4f("distance_multiplier", 0, 0, 0, 0); + shader->uniform1f("distance_multiplier", 0); } } diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 1e95b3ea4a..b04d30db55 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -75,9 +75,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const stop_glerror(); } else if (param == "cloud_scale" || param == "cloud_shadow" || - param == "density_multiplier" || + param == "density_multiplier" || param == "distance_multiplier" || param == "haze_density" || param == "haze_horizon" || - param == "max_y") + param == "max_y" ) { F32 val = (F32) i->second[0].asReal(); -- cgit v1.2.3 From 1f5c2c056ff2b660b053cf3a7344fdf1c5c15b0e Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Wed, 8 Feb 2012 18:25:35 -0500 Subject: STORM-1808 Indicate ability to build --- indra/newview/app_settings/commands.xml | 2 ++ indra/newview/llagent.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml index 1d1d39c786..16a7e0b314 100644 --- a/indra/newview/app_settings/commands.xml +++ b/indra/newview/app_settings/commands.xml @@ -37,6 +37,8 @@ tooltip_ref="Command_Build_Tooltip" execute_function="Build.Toggle" execute_parameters="build" + is_enabled_function="Agent.IsActionAllowed" + is_enabled_parameters="build" is_running_function="Floater.IsOpen" is_running_parameters="build" /> diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index ab9b5ff436..f0add8ddc4 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -171,7 +171,7 @@ bool LLAgent::isActionAllowed(const LLSD& sdname) if (param == "build") { - retval = gAgent.canEditParcel(); + retval = LLViewerParcelMgr::getInstance()->allowAgentBuild(); } else if (param == "speak") { -- cgit v1.2.3 From 91f77318db63d4b2560390551306056c4a6cc2d5 Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Wed, 8 Feb 2012 15:44:02 -0800 Subject: EXP-1873 : Implement the hiding of cut items on the clipboard --- indra/newview/llfolderviewitem.cpp | 6 ------ indra/newview/llinventoryfilter.cpp | 19 ++++++++++++++++++- indra/newview/llinventoryfilter.h | 4 +++- indra/newview/llinventorypanel.cpp | 13 +++++++++++++ indra/newview/llinventorypanel.h | 1 + 5 files changed, 35 insertions(+), 8 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfolderviewitem.cpp b/indra/newview/llfolderviewitem.cpp index 37ef27a5d7..884cddfe7f 100644 --- a/indra/newview/llfolderviewitem.cpp +++ b/indra/newview/llfolderviewitem.cpp @@ -1004,12 +1004,6 @@ void LLFolderViewItem::draw() if (highlight_link) color = sLinkColor; if (in_library) color = sLibraryColor; - // Cut state rendering tweak (experimental) - if (LLClipboard::getInstance()->isCutMode() && LLClipboard::getInstance()->isOnClipboard(getListener()->getUUID())) - { - color.setAlpha(0.5); - } - F32 right_x = 0; F32 y = (F32)getRect().getHeight() - font->getLineHeight() - (F32)TEXT_PAD - (F32)TOP_PAD; F32 text_left = (F32)(ARROW_SIZE + TEXT_PAD + ICON_WIDTH + ICON_PAD + mIndentation); diff --git a/indra/newview/llinventoryfilter.cpp b/indra/newview/llinventoryfilter.cpp index 796251cae5..9d12478019 100644 --- a/indra/newview/llinventoryfilter.cpp +++ b/indra/newview/llinventoryfilter.cpp @@ -39,6 +39,7 @@ #include "llviewerfoldertype.h" // linden library includes +#include "llclipboard.h" #include "lltrans.h" LLInventoryFilter::FilterOps::FilterOps() : @@ -236,7 +237,18 @@ BOOL LLInventoryFilter::checkAgainstFilterType(const LLFolderViewItem* item) con } } } - + + //////////////////////////////////////////////////////////////////////////////// + // FILTERTYPE_CLIPBOARD + // Pass if this item is not on the clipboard + if (filterTypes & FILTERTYPE_CLIPBOARD) + { + if (LLClipboard::getInstance()->isCutMode() && LLClipboard::getInstance()->isOnClipboard(object_id)) + { + return FALSE; + } + } + return TRUE; } @@ -450,6 +462,11 @@ void LLInventoryFilter::setFilterEmptySystemFolders() mFilterOps.mFilterTypes |= FILTERTYPE_EMPTYFOLDERS; } +void LLInventoryFilter::setFilterClipboard() +{ + mFilterOps.mFilterTypes |= FILTERTYPE_CLIPBOARD; +} + void LLInventoryFilter::setFilterUUID(const LLUUID& object_id) { if (mFilterOps.mFilterUUID == LLUUID::null) diff --git a/indra/newview/llinventoryfilter.h b/indra/newview/llinventoryfilter.h index 343306ae8e..fb4f84b139 100644 --- a/indra/newview/llinventoryfilter.h +++ b/indra/newview/llinventoryfilter.h @@ -59,7 +59,8 @@ public: FILTERTYPE_UUID = 0x1 << 2, // find the object with UUID and any links to it FILTERTYPE_DATE = 0x1 << 3, // search by date range FILTERTYPE_WEARABLE = 0x1 << 4, // search by wearable type - FILTERTYPE_EMPTYFOLDERS = 0x1 << 5 // pass if folder is not a system folder to be hidden if empty + FILTERTYPE_EMPTYFOLDERS = 0x1 << 5, // pass if folder is not a system folder to be hidden if empty + FILTERTYPE_CLIPBOARD = 0x1 << 6 // pass if item is not on the clipboard }; enum EFilterLink @@ -91,6 +92,7 @@ public: void setFilterUUID(const LLUUID &object_id); void setFilterWearableTypes(U64 types); void setFilterEmptySystemFolders(); + void setFilterClipboard(); void updateFilterTypes(U64 types, U64& current_types); void setFilterSubString(const std::string& string); diff --git a/indra/newview/llinventorypanel.cpp b/indra/newview/llinventorypanel.cpp index 382569fa3a..27f97ad26f 100644 --- a/indra/newview/llinventorypanel.cpp +++ b/indra/newview/llinventorypanel.cpp @@ -33,6 +33,7 @@ #include "llagentwearables.h" #include "llappearancemgr.h" #include "llavataractions.h" +#include "llclipboard.h" #include "llfloaterinventory.h" #include "llfloaterreg.h" #include "llfloatersidepanelcontainer.h" @@ -247,6 +248,10 @@ void LLInventoryPanel::initFromParams(const LLInventoryPanel::Params& params) getFilter()->setFilterEmptySystemFolders(); } + // hide items that are on the clipboard + getFilter()->setFilterClipboard(); + mClipboardState = LLClipboard::getInstance()->getState(); + // Initialize base class params. LLPanel::initFromParams(params); } @@ -277,6 +282,14 @@ void LLInventoryPanel::draw() { // Select the desired item (in case it wasn't loaded when the selection was requested) mFolderRoot->updateSelection(); + + // Nudge the filter if the clipboard state changed + if (mClipboardState != LLClipboard::getInstance()->getState()) + { + mClipboardState = LLClipboard::getInstance()->getState(); + getFilter()->setModified(LLInventoryFilter::FILTER_RESTART); + } + LLPanel::draw(); } diff --git a/indra/newview/llinventorypanel.h b/indra/newview/llinventorypanel.h index 7d805f6862..6db59afb9b 100644 --- a/indra/newview/llinventorypanel.h +++ b/indra/newview/llinventorypanel.h @@ -222,6 +222,7 @@ public: private: std::string mSortOrderSetting; + int mClipboardState; //-------------------------------------------------------------------- // Hidden folders -- cgit v1.2.3 From e482e677b2dece8cc46008f4fb05e4927ec70b4e Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Wed, 8 Feb 2012 16:51:19 -0800 Subject: EXP-1767 WIP Received Items panel state does not persist between sessions fixed layout stack so programmatic size updates will work correctly --- indra/newview/skins/default/xui/en/floater_test_toolbar.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_test_toolbar.xml b/indra/newview/skins/default/xui/en/floater_test_toolbar.xml index 0c41c3ba2f..067c1fed82 100644 --- a/indra/newview/skins/default/xui/en/floater_test_toolbar.xml +++ b/indra/newview/skins/default/xui/en/floater_test_toolbar.xml @@ -7,7 +7,7 @@ name="floater_test_toolbar" translate="false" width="500"> - + - + -- cgit v1.2.3 From 10dadc6b0dd646faa251c0935e75d07c97b3052d Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Wed, 8 Feb 2012 17:22:04 -0800 Subject: EXP-1873 : Move cut items to trash in cut/copy over cut situations. --- indra/newview/llfolderview.cpp | 25 ++++++++++++++++++++++++- indra/newview/llfolderview.h | 1 + indra/newview/llinventoryfunctions.cpp | 25 +++++++++++++++++++++++++ indra/newview/llinventoryfunctions.h | 2 ++ 4 files changed, 52 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfolderview.cpp b/indra/newview/llfolderview.cpp index 1d318ca221..51a5839b75 100644 --- a/indra/newview/llfolderview.cpp +++ b/indra/newview/llfolderview.cpp @@ -1014,6 +1014,24 @@ bool isDescendantOfASelectedItem(LLFolderViewItem* item, const std::vector exit + if (!LLClipboard::getInstance()->isCutMode()) + return; + + // Get the list of clipboard item uuids and iterate through them + LLDynamicArray objects; + LLClipboard::getInstance()->pasteFromClipboard(objects); + for (LLDynamicArray::const_iterator iter = objects.begin(); + iter != objects.end(); + ++iter) + { + const LLUUID& item_id = (*iter); + remove_item(&gInventory, item_id); + } +} + void LLFolderView::onItemsRemovalConfirmation(const LLSD& notification, const LLSD& response) { S32 option = LLNotificationsUtil::getSelectedOption(notification, response); @@ -2109,7 +2127,12 @@ bool LLFolderView::doToSelected(LLInventoryModel* model, const LLSD& userdata) return true; } if (("copy" == action) || ("cut" == action)) - { + { + // If there are things on the clipboard that have not been pasted but + // already disappeared from view, we need to move them to the trash + removeCutItems(); + + // Clear the clipboard before we start adding things on it LLClipboard::getInstance()->reset(); } diff --git a/indra/newview/llfolderview.h b/indra/newview/llfolderview.h index 1d018b5e6a..2f148d4e25 100644 --- a/indra/newview/llfolderview.h +++ b/indra/newview/llfolderview.h @@ -159,6 +159,7 @@ public: // deletion functionality void removeSelectedItems(); + void removeCutItems(); // open the selected item. void openSelectedItems( void ); diff --git a/indra/newview/llinventoryfunctions.cpp b/indra/newview/llinventoryfunctions.cpp index ea00474b2a..8313b23f44 100644 --- a/indra/newview/llinventoryfunctions.cpp +++ b/indra/newview/llinventoryfunctions.cpp @@ -160,6 +160,31 @@ void change_category_parent(LLInventoryModel* model, model->notifyObservers(); } +// Move the item to the trash. Works for folders and objects. +// Caution: This method assumes that the item is removable! +void remove_item(LLInventoryModel* model, const LLUUID& id) +{ + LLViewerInventoryItem* item = model->getItem(id); + if (!item) + return; + + if (item->getType() == LLAssetType::AT_CATEGORY) + { + // Call the general helper function to delete a folder + remove_category(model, id); + } + else + { + // Get the trash UUID + LLUUID trash_id = model->findCategoryUUIDForType(LLFolderType::FT_TRASH, false); + if (trash_id.notNull()) + { + // Finally, move the item to the trash + change_item_parent(model, item, trash_id, true); + } + } +} + void remove_category(LLInventoryModel* model, const LLUUID& cat_id) { if (!model || !get_is_category_removable(model, cat_id)) diff --git a/indra/newview/llinventoryfunctions.h b/indra/newview/llinventoryfunctions.h index ce2b89b22e..f8ecca22b6 100644 --- a/indra/newview/llinventoryfunctions.h +++ b/indra/newview/llinventoryfunctions.h @@ -62,6 +62,8 @@ void change_item_parent(LLInventoryModel* model, const LLUUID& new_parent_id, BOOL restamp); +void remove_item(LLInventoryModel* model, const LLUUID& id); + void change_category_parent(LLInventoryModel* model, LLViewerInventoryCategory* cat, const LLUUID& new_parent_id, -- cgit v1.2.3 From 94b8cd3fa602025e59f4395dc971c8ffa1ac86c5 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Thu, 9 Feb 2012 09:27:18 -0800 Subject: Enabled the 'Merchant Outbox' menu item and context menu --- indra/newview/llinventorybridge.cpp | 2 +- indra/newview/skins/default/xui/en/menu_viewer.xml | 7 +++++++ 2 files changed, 8 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index cebe93f042..c0065a94e6 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -73,7 +73,7 @@ #include "llwearablelist.h" // Marketplace outbox current disabled -#define ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU 0 +#define ENABLE_MERCHANT_OUTBOX_CONTEXT_MENU 1 #define ENABLE_MERCHANT_SEND_TO_MARKETPLACE_CONTEXT_MENU 0 #define BLOCK_WORN_ITEMS_IN_OUTBOX 1 diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index cd8550b00d..1d11abcf73 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -152,6 +152,13 @@ + + + -- cgit v1.2.3 From 41bc3eded93b1af306d492d40646c5cff34afd1c Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Thu, 9 Feb 2012 11:32:40 -0800 Subject: EXP-1880 WIP Update Media affects framerate even when Media is disabled. --- indra/newview/llviewermedia.cpp | 43 ++++++++++++++--------------------------- indra/newview/llviewermedia.h | 3 --- 2 files changed, 14 insertions(+), 32 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index d7e79351c2..efc725896f 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -387,7 +387,6 @@ class LLViewerMediaMuteListObserver : public LLMuteListObserver static LLViewerMediaMuteListObserver sViewerMediaMuteListObserver; static bool sViewerMediaMuteListObserverInitialized = false; -static bool sInWorldMediaDisabled = false; ////////////////////////////////////////////////////////////////////////////////////////// @@ -652,20 +651,6 @@ void LLViewerMedia::muteListChanged() } } -////////////////////////////////////////////////////////////////////////////////////////// -// static -void LLViewerMedia::setInWorldMediaDisabled(bool disabled) -{ - sInWorldMediaDisabled = disabled; -} - -////////////////////////////////////////////////////////////////////////////////////////// -// static -bool LLViewerMedia::getInWorldMediaDisabled() -{ - return sInWorldMediaDisabled; -} - ////////////////////////////////////////////////////////////////////////////////////////// // static bool LLViewerMedia::isInterestingEnough(const LLVOVolume *object, const F64 &object_interest) @@ -1568,7 +1553,6 @@ LLPluginClassMedia* LLViewerMedia::getSpareBrowserMediaSource() bool LLViewerMedia::hasInWorldMedia() { - if (sInWorldMediaDisabled) return false; impl_list::iterator iter = sViewerMediaImplList.begin(); impl_list::iterator end = sViewerMediaImplList.end(); // This should be quick, because there should be very few non-in-world-media impls @@ -3107,15 +3091,6 @@ bool LLViewerMediaImpl::isForcedUnloaded() const return true; } - if(sInWorldMediaDisabled) - { - // When inworld media is disabled, all instances that aren't marked as "used in UI" will not be loaded. - if(!mUsedInUI) - { - return true; - } - } - // If this media's class is not supposed to be shown, unload if (!shouldShowBasedOnClass()) { @@ -3783,12 +3758,22 @@ bool LLViewerMediaImpl::shouldShowBasedOnClass() const // If it is attached to an avatar and the pref is off, we shouldn't show it if (attached_to_another_avatar) - return gSavedSettings.getBOOL(LLViewerMedia::SHOW_MEDIA_ON_OTHERS_SETTING); - + { + static LLCachedControl show_media_on_others(gSavedSettings, LLViewerMedia::SHOW_MEDIA_ON_OTHERS_SETTING); + return show_media_on_others; + } if (inside_parcel) - return gSavedSettings.getBOOL(LLViewerMedia::SHOW_MEDIA_WITHIN_PARCEL_SETTING); + { + static LLCachedControl show_media_within_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_WITHIN_PARCEL_SETTING); + + return show_media_within_parcel; + } else - return gSavedSettings.getBOOL(LLViewerMedia::SHOW_MEDIA_OUTSIDE_PARCEL_SETTING); + { + static LLCachedControl show_media_outside_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_OUTSIDE_PARCEL_SETTING); + + return show_media_outside_parcel; + } } ////////////////////////////////////////////////////////////////////////////////////////// diff --git a/indra/newview/llviewermedia.h b/indra/newview/llviewermedia.h index 15dcda59cf..fff5b3fc08 100644 --- a/indra/newview/llviewermedia.h +++ b/indra/newview/llviewermedia.h @@ -112,9 +112,6 @@ public: static F32 getVolume(); static void muteListChanged(); - static void setInWorldMediaDisabled(bool disabled); - static bool getInWorldMediaDisabled(); - static bool isInterestingEnough(const LLVOVolume* object, const F64 &object_interest); // Returns the priority-sorted list of all media impls. -- cgit v1.2.3 From ed137f40d137dd78d0ec916ca91814cf5534a9f6 Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Thu, 9 Feb 2012 11:40:55 -0800 Subject: fix for cached controls in media sorting --- indra/newview/llviewermedia.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index efc725896f..1eb4bedfaf 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -3759,18 +3759,18 @@ bool LLViewerMediaImpl::shouldShowBasedOnClass() const // If it is attached to an avatar and the pref is off, we shouldn't show it if (attached_to_another_avatar) { - static LLCachedControl show_media_on_others(gSavedSettings, LLViewerMedia::SHOW_MEDIA_ON_OTHERS_SETTING); + static LLCachedControl show_media_on_others(gSavedSettings, LLViewerMedia::SHOW_MEDIA_ON_OTHERS_SETTING); return show_media_on_others; } if (inside_parcel) { - static LLCachedControl show_media_within_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_WITHIN_PARCEL_SETTING); + static LLCachedControl show_media_within_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_WITHIN_PARCEL_SETTING); return show_media_within_parcel; } else { - static LLCachedControl show_media_outside_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_OUTSIDE_PARCEL_SETTING); + static LLCachedControl show_media_outside_parcel(gSavedSettings, LLViewerMedia::SHOW_MEDIA_OUTSIDE_PARCEL_SETTING); return show_media_outside_parcel; } -- cgit v1.2.3 From 4523b3137850df8922b12cc966633a3d5bb84374 Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Thu, 9 Feb 2012 12:58:43 -0800 Subject: EXP-1844 FIX Selecting a large number of inventory items can block the viewer for a long time. only show hourglass and fetching text when downloading folders, not item metadata --- indra/newview/llfolderview.cpp | 4 +- indra/newview/llfolderviewitem.cpp | 2 +- indra/newview/llinventorybridge.cpp | 1 + indra/newview/llinventoryfilter.cpp | 2 +- indra/newview/llinventorymodelbackgroundfetch.cpp | 170 +++++++++++++--------- indra/newview/llinventorymodelbackgroundfetch.h | 4 +- indra/newview/llinventorypanel.cpp | 2 +- indra/newview/llpanelmaininventory.cpp | 2 +- indra/newview/llviewerinventory.cpp | 5 - 9 files changed, 108 insertions(+), 84 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfolderview.cpp b/indra/newview/llfolderview.cpp index 2249f61435..86001e4146 100644 --- a/indra/newview/llfolderview.cpp +++ b/indra/newview/llfolderview.cpp @@ -912,7 +912,7 @@ void LLFolderView::draw() } else if (mShowEmptyMessage) { - if (LLInventoryModelBackgroundFetch::instance().backgroundFetchActive() || mCompletedFilterGeneration < mFilter->getMinRequiredGeneration()) + if (LLInventoryModelBackgroundFetch::instance().folderFetchActive() || mCompletedFilterGeneration < mFilter->getMinRequiredGeneration()) { mStatusText = LLTrans::getString("Searching"); } @@ -1966,7 +1966,7 @@ void LLFolderView::scrollToShowSelection() // However we allow scrolling for folder views with mAutoSelectOverride // (used in Places SP) as an exception because the selection in them // is not reset during items filtering. See STORM-133. - if ( (!LLInventoryModelBackgroundFetch::instance().backgroundFetchActive() || mAutoSelectOverride) + if ( (!LLInventoryModelBackgroundFetch::instance().folderFetchActive() || mAutoSelectOverride) && mSelectedItems.size() ) { mNeedsScroll = TRUE; diff --git a/indra/newview/llfolderviewitem.cpp b/indra/newview/llfolderviewitem.cpp index 734adbc648..afad27b4e0 100644 --- a/indra/newview/llfolderviewitem.cpp +++ b/indra/newview/llfolderviewitem.cpp @@ -1045,7 +1045,7 @@ void LLFolderViewItem::draw() } if ((mIsLoading && mTimeSinceRequestStart.getElapsedTimeF32() >= gSavedSettings.getF32("FolderLoadingMessageWaitTime")) - || (LLInventoryModelBackgroundFetch::instance().backgroundFetchActive() + || (LLInventoryModelBackgroundFetch::instance().folderFetchActive() && root_is_loading && mShowLoadStatus)) { diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index 257ceed912..daebfb5c86 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -1324,6 +1324,7 @@ void LLItemBridge::selectItem() LLViewerInventoryItem* item = static_cast(getItem()); if(item && !item->isFinished()) { + //item->fetchFromServer(); LLInventoryModelBackgroundFetch::instance().start(item->getUUID(), false); } } diff --git a/indra/newview/llinventoryfilter.cpp b/indra/newview/llinventoryfilter.cpp index 796251cae5..f818e33726 100644 --- a/indra/newview/llinventoryfilter.cpp +++ b/indra/newview/llinventoryfilter.cpp @@ -888,7 +888,7 @@ const std::string& LLInventoryFilter::getFilterText() filtered_by_all_types = FALSE; } - if (!LLInventoryModelBackgroundFetch::instance().backgroundFetchActive() + if (!LLInventoryModelBackgroundFetch::instance().folderFetchActive() && filtered_by_type && !filtered_by_all_types) { diff --git a/indra/newview/llinventorymodelbackgroundfetch.cpp b/indra/newview/llinventorymodelbackgroundfetch.cpp index cb140cf15c..f4d0110b0f 100644 --- a/indra/newview/llinventorymodelbackgroundfetch.cpp +++ b/indra/newview/llinventorymodelbackgroundfetch.cpp @@ -43,6 +43,7 @@ const S32 MAX_FETCH_RETRIES = 10; LLInventoryModelBackgroundFetch::LLInventoryModelBackgroundFetch() : mBackgroundFetchActive(FALSE), + mFolderFetchActive(false), mAllFoldersFetched(FALSE), mRecursiveInventoryFetchStarted(FALSE), mRecursiveLibraryFetchStarted(FALSE), @@ -98,19 +99,20 @@ bool LLInventoryModelBackgroundFetch::isEverythingFetched() const return mAllFoldersFetched; } -BOOL LLInventoryModelBackgroundFetch::backgroundFetchActive() const +BOOL LLInventoryModelBackgroundFetch::folderFetchActive() const { - return mBackgroundFetchActive; + return mFolderFetchActive; } void LLInventoryModelBackgroundFetch::start(const LLUUID& id, BOOL recursive) { LLViewerInventoryCategory* cat = gInventory.getCategory(id); - if (cat || (id.isNull() && !mAllFoldersFetched)) + if (cat || (id.isNull() && !isEverythingFetched())) { // it's a folder, do a bulk fetch LL_DEBUGS("InventoryFetch") << "Start fetching category: " << id << ", recursive: " << recursive << LL_ENDL; mBackgroundFetchActive = TRUE; + mFolderFetchActive = true; if (id.isNull()) { if (!mRecursiveInventoryFetchStarted) @@ -159,21 +161,11 @@ void LLInventoryModelBackgroundFetch::start(const LLUUID& id, BOOL recursive) void LLInventoryModelBackgroundFetch::findLostItems() { mBackgroundFetchActive = TRUE; + mFolderFetchActive = true; mFetchQueue.push_back(FetchQueueInfo(LLUUID::null, TRUE)); gIdleCallbacks.addFunction(&LLInventoryModelBackgroundFetch::backgroundFetchCB, NULL); } -void LLInventoryModelBackgroundFetch::stopBackgroundFetch() -{ - if (mBackgroundFetchActive) - { - mBackgroundFetchActive = FALSE; - gIdleCallbacks.deleteFunction(&LLInventoryModelBackgroundFetch::backgroundFetchCB, NULL); - mFetchCount=0; - mMinTimeBetweenFetches=0.0f; - } -} - void LLInventoryModelBackgroundFetch::setAllFoldersFetched() { if (mRecursiveInventoryFetchStarted && @@ -181,7 +173,7 @@ void LLInventoryModelBackgroundFetch::setAllFoldersFetched() { mAllFoldersFetched = TRUE; } - stopBackgroundFetch(); + mFolderFetchActive = false; } void LLInventoryModelBackgroundFetch::backgroundFetchCB(void *) @@ -211,6 +203,9 @@ void LLInventoryModelBackgroundFetch::backgroundFetch() llinfos << "Inventory fetch completed" << llendl; setAllFoldersFetched(); + mBackgroundFetchActive = false; + mFolderFetchActive = false; + return; } @@ -240,80 +235,114 @@ void LLInventoryModelBackgroundFetch::backgroundFetch() } const FetchQueueInfo info = mFetchQueue.front(); - LLViewerInventoryCategory* cat = gInventory.getCategory(info.mUUID); - // Category has been deleted, remove from queue. - if (!cat) + if (info.mIsCategory) { - mFetchQueue.pop_front(); - continue; - } + + LLViewerInventoryCategory* cat = gInventory.getCategory(info.mUUID); + + // Category has been deleted, remove from queue. + if (!cat) + { + mFetchQueue.pop_front(); + continue; + } - if (mFetchTimer.getElapsedTimeF32() > mMinTimeBetweenFetches && - LLViewerInventoryCategory::VERSION_UNKNOWN == cat->getVersion()) - { - // Category exists but has no children yet, fetch the descendants - // for now, just request every time and rely on retry timer to throttle. - if (cat->fetch()) + if (mFetchTimer.getElapsedTimeF32() > mMinTimeBetweenFetches && + LLViewerInventoryCategory::VERSION_UNKNOWN == cat->getVersion()) { - mFetchTimer.reset(); - mTimelyFetchPending = TRUE; + // Category exists but has no children yet, fetch the descendants + // for now, just request every time and rely on retry timer to throttle. + if (cat->fetch()) + { + mFetchTimer.reset(); + mTimelyFetchPending = TRUE; + } + else + { + // The catagory also tracks if it has expired and here it says it hasn't + // yet. Get out of here because nothing is going to happen until we + // update the timers. + break; + } } - else + // Do I have all my children? + else if (gInventory.isCategoryComplete(info.mUUID)) { - // The catagory also tracks if it has expired and here it says it hasn't - // yet. Get out of here because nothing is going to happen until we - // update the timers. + // Finished with this category, remove from queue. + mFetchQueue.pop_front(); + + // Add all children to queue. + LLInventoryModel::cat_array_t* categories; + LLInventoryModel::item_array_t* items; + gInventory.getDirectDescendentsOf(cat->getUUID(), categories, items); + for (LLInventoryModel::cat_array_t::const_iterator it = categories->begin(); + it != categories->end(); + ++it) + { + mFetchQueue.push_back(FetchQueueInfo((*it)->getUUID(),info.mRecursive)); + } + + // We received a response in less than the fast time. + if (mTimelyFetchPending && mFetchTimer.getElapsedTimeF32() < fast_fetch_time) + { + // Shrink timeouts based on success. + mMinTimeBetweenFetches = llmax(mMinTimeBetweenFetches * 0.8f, 0.3f); + mMaxTimeBetweenFetches = llmax(mMaxTimeBetweenFetches * 0.8f, 10.f); + lldebugs << "Inventory fetch times shrunk to (" << mMinTimeBetweenFetches << ", " << mMaxTimeBetweenFetches << ")" << llendl; + } + + mTimelyFetchPending = FALSE; + continue; + } + else if (mFetchTimer.getElapsedTimeF32() > mMaxTimeBetweenFetches) + { + // Received first packet, but our num descendants does not match db's num descendants + // so try again later. + mFetchQueue.pop_front(); + + if (mNumFetchRetries++ < MAX_FETCH_RETRIES) + { + // push on back of queue + mFetchQueue.push_back(info); + } + mTimelyFetchPending = FALSE; + mFetchTimer.reset(); break; } + + // Not enough time has elapsed to do a new fetch + break; } - // Do I have all my children? - else if (gInventory.isCategoryComplete(info.mUUID)) + else { - // Finished with this category, remove from queue. - mFetchQueue.pop_front(); + LLViewerInventoryItem* itemp = gInventory.getItem(info.mUUID); - // Add all children to queue. - LLInventoryModel::cat_array_t* categories; - LLInventoryModel::item_array_t* items; - gInventory.getDirectDescendentsOf(cat->getUUID(), categories, items); - for (LLInventoryModel::cat_array_t::const_iterator it = categories->begin(); - it != categories->end(); - ++it) + mFetchQueue.pop_front(); + if (!itemp) { - mFetchQueue.push_back(FetchQueueInfo((*it)->getUUID(),info.mRecursive)); + continue; } - // We received a response in less than the fast time. - if (mTimelyFetchPending && mFetchTimer.getElapsedTimeF32() < fast_fetch_time) + if (mFetchTimer.getElapsedTimeF32() > mMinTimeBetweenFetches) { - // Shrink timeouts based on success. - mMinTimeBetweenFetches = llmax(mMinTimeBetweenFetches * 0.8f, 0.3f); - mMaxTimeBetweenFetches = llmax(mMaxTimeBetweenFetches * 0.8f, 10.f); - lldebugs << "Inventory fetch times shrunk to (" << mMinTimeBetweenFetches << ", " << mMaxTimeBetweenFetches << ")" << llendl; + itemp->fetchFromServer(); + mFetchTimer.reset(); + mTimelyFetchPending = TRUE; } - - mTimelyFetchPending = FALSE; - continue; - } - else if (mFetchTimer.getElapsedTimeF32() > mMaxTimeBetweenFetches) - { - // Received first packet, but our num descendants does not match db's num descendants - // so try again later. - mFetchQueue.pop_front(); - - if (mNumFetchRetries++ < MAX_FETCH_RETRIES) + else if (itemp->mIsComplete) + { + mTimelyFetchPending = FALSE; + } + else if (mFetchTimer.getElapsedTimeF32() > mMaxTimeBetweenFetches) { - // push on back of queue mFetchQueue.push_back(info); + mFetchTimer.reset(); + mTimelyFetchPending = FALSE; } - mTimelyFetchPending = FALSE; - mFetchTimer.reset(); + // Not enough time has elapsed to do a new fetch break; } - - // Not enough time has elapsed to do a new fetch - break; } // @@ -543,7 +572,6 @@ void LLInventoryModelBackgroundFetch::bulkFetch() //Background fetch is called from gIdleCallbacks in a loop until background fetch is stopped. //If there are items in mFetchQueue, we want to check the time since the last bulkFetch was //sent. If it exceeds our retry time, go ahead and fire off another batch. - //Stopbackgroundfetch will be run from the Responder instead of here. LLViewerRegion* region = gAgent.getRegion(); if (!region) return; @@ -574,12 +602,12 @@ void LLInventoryModelBackgroundFetch::bulkFetch() LLSD item_request_body; LLSD item_request_body_lib; - while (!(mFetchQueue.empty()) && ((item_count + folder_count) < max_batch_size)) + while (!mFetchQueue.empty() + && (item_count + folder_count) < max_batch_size) { const FetchQueueInfo& fetch_info = mFetchQueue.front(); if (fetch_info.mIsCategory) { - const LLUUID &cat_id = fetch_info.mUUID; if (cat_id.isNull()) //DEV-17797 { diff --git a/indra/newview/llinventorymodelbackgroundfetch.h b/indra/newview/llinventorymodelbackgroundfetch.h index 0745407a8c..9dfedddd6d 100644 --- a/indra/newview/llinventorymodelbackgroundfetch.h +++ b/indra/newview/llinventorymodelbackgroundfetch.h @@ -48,7 +48,7 @@ public: // This gets triggered when performing a filter-search. void start(const LLUUID& cat_id = LLUUID::null, BOOL recursive = TRUE); - BOOL backgroundFetchActive() const; + BOOL folderFetchActive() const; bool isEverythingFetched() const; // completing the fetch once per session should be sufficient bool libraryFetchStarted() const; @@ -67,7 +67,6 @@ protected: void backgroundFetch(); static void backgroundFetchCB(void*); // background fetch idle function - void stopBackgroundFetch(); // stop fetch process void setAllFoldersFetched(); bool fetchQueueContainsNoDescendentsOf(const LLUUID& cat_id) const; @@ -77,6 +76,7 @@ private: BOOL mAllFoldersFetched; BOOL mBackgroundFetchActive; + bool mFolderFetchActive; S16 mFetchCount; BOOL mTimelyFetchPending; S32 mNumFetchRetries; diff --git a/indra/newview/llinventorypanel.cpp b/indra/newview/llinventorypanel.cpp index 382569fa3a..01a8ecfb5d 100644 --- a/indra/newview/llinventorypanel.cpp +++ b/indra/newview/llinventorypanel.cpp @@ -817,7 +817,7 @@ BOOL LLInventoryPanel::handleHover(S32 x, S32 y, MASK mask) if(handled) { ECursorType cursor = getWindow()->getCursor(); - if (LLInventoryModelBackgroundFetch::instance().backgroundFetchActive() && cursor == UI_CURSOR_ARROW) + if (LLInventoryModelBackgroundFetch::instance().folderFetchActive() && cursor == UI_CURSOR_ARROW) { // replace arrow cursor with arrow and hourglass cursor getWindow()->setCursor(UI_CURSOR_WORKING); diff --git a/indra/newview/llpanelmaininventory.cpp b/indra/newview/llpanelmaininventory.cpp index 374afb90be..c3c62920d3 100644 --- a/indra/newview/llpanelmaininventory.cpp +++ b/indra/newview/llpanelmaininventory.cpp @@ -567,7 +567,7 @@ void LLPanelMainInventory::updateItemcountText() std::string text = ""; - if (LLInventoryModelBackgroundFetch::instance().backgroundFetchActive()) + if (LLInventoryModelBackgroundFetch::instance().folderFetchActive()) { text = getString("ItemcountFetching", string_args); } diff --git a/indra/newview/llviewerinventory.cpp b/indra/newview/llviewerinventory.cpp index cf52b5165b..45ca23cdfe 100644 --- a/indra/newview/llviewerinventory.cpp +++ b/indra/newview/llviewerinventory.cpp @@ -436,11 +436,6 @@ void LLViewerInventoryItem::fetchFromServer(void) const gAgent.sendReliableMessage(); } } - else - { - // *FIX: this can be removed after a bit. - llwarns << "request to fetch complete item" << llendl; - } } // virtual -- cgit v1.2.3 From ca80e17e90ce5b70feca76ddf41d3c25d01ac830 Mon Sep 17 00:00:00 2001 From: paulgproductengine Date: Thu, 9 Feb 2012 23:34:12 +0200 Subject: EXP-1822 FIXED (After deleting an item from inventory and confirming "ok" to delete, focus leaves inventory) - Return focus to the previously focused root view --- indra/newview/lltoastalertpanel.cpp | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lltoastalertpanel.cpp b/indra/newview/lltoastalertpanel.cpp index ada7570776..9ba8431fde 100644 --- a/indra/newview/lltoastalertpanel.cpp +++ b/indra/newview/lltoastalertpanel.cpp @@ -73,9 +73,14 @@ LLToastAlertPanel::LLToastAlertPanel( LLNotificationPtr notification, bool modal // save currently focused view, so that return focus to it // on destroying this toast. LLView* current_selection = dynamic_cast(gFocusMgr.getKeyboardFocus()); - if (current_selection) + while(current_selection) { - mPreviouslyFocusedView = current_selection->getHandle(); + if (current_selection->isFocusRoot()) + { + mPreviouslyFocusedView = current_selection->getHandle(); + break; + } + current_selection = current_selection->getParent(); } const LLFontGL* font = LLFontGL::getFontSansSerif(); @@ -422,7 +427,7 @@ LLToastAlertPanel::~LLToastAlertPanel() // return focus to the previously focused view if (mPreviouslyFocusedView.get()) { - gFocusMgr.setKeyboardFocus(mPreviouslyFocusedView.get()); + mPreviouslyFocusedView.get()->setFocus(TRUE); } } -- cgit v1.2.3 From b3e56527a751aa2b87f50b33cf3439c07704c1d5 Mon Sep 17 00:00:00 2001 From: paulgproductengine Date: Thu, 9 Feb 2012 23:42:07 +0200 Subject: EXP-1546 FIXED (received items - purchasing some bodyparts and clothing from a prim marked for sale show wrong inventory icons) - In buy floater, for multiple WEARABLES inventory items show corresponding wearable icon --- indra/newview/llfloaterbuy.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterbuy.cpp b/indra/newview/llfloaterbuy.cpp index ee8487b160..087b0007e1 100644 --- a/indra/newview/llfloaterbuy.cpp +++ b/indra/newview/llfloaterbuy.cpp @@ -239,8 +239,9 @@ void LLFloaterBuy::inventoryChanged(LLViewerObject* obj, // Compute icon for this item BOOL item_is_multi = FALSE; - if ( inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED + if (( inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED || inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_OBJECT_HAS_MULTIPLE_ITEMS) + && !(inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_WEARABLES_MASK)) { item_is_multi = TRUE; } -- cgit v1.2.3 From 21efa498a140bdc05c858cfa1be7e247d2b89278 Mon Sep 17 00:00:00 2001 From: paulgproductengine Date: Thu, 9 Feb 2012 23:47:00 +0200 Subject: EXP-1819 FIXED (Location & Favorites bar splitter should be draggable to 200 px on left and 150 px on right. ) - Allowed dragging to the left to shrink location to no less than 410 pixels, and to the right to shrink favorites to 185 pixels --- indra/newview/skins/default/xui/en/panel_navigation_bar.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/panel_navigation_bar.xml b/indra/newview/skins/default/xui/en/panel_navigation_bar.xml index 53a09ce041..3edeb9aa36 100644 --- a/indra/newview/skins/default/xui/en/panel_navigation_bar.xml +++ b/indra/newview/skins/default/xui/en/panel_navigation_bar.xml @@ -70,7 +70,7 @@ layout="topleft" auto_resize="true" user_resize="true" - min_width="310" + min_width="410" name="navigation_layout_panel" width="480"> Date: Thu, 9 Feb 2012 23:54:22 +0200 Subject: EXP-1335 FIXED Disabled dragging the items from notecards and objects into Recent tab. Disabled DnD from Recent to Received Items. Fixed updating FILTERTYPE_DATE flag of LLInventoryFilter when time limits are applied. --- indra/newview/llinventoryfilter.cpp | 37 ++++++++++++---------- indra/newview/llinventoryfilter.h | 2 ++ .../skins/default/xui/en/panel_inbox_inventory.xml | 1 + 3 files changed, 23 insertions(+), 17 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llinventoryfilter.cpp b/indra/newview/llinventoryfilter.cpp index 796251cae5..177ab28b36 100644 --- a/indra/newview/llinventoryfilter.cpp +++ b/indra/newview/llinventoryfilter.cpp @@ -282,19 +282,9 @@ bool LLInventoryFilter::checkAgainstFilterType(const LLInventoryItem* item) cons // Pass if this item is within the date range. if (filterTypes & FILTERTYPE_DATE) { - const U16 HOURS_TO_SECONDS = 3600; - time_t earliest = time_corrected() - mFilterOps.mHoursAgo * HOURS_TO_SECONDS; - if (mFilterOps.mMinDate > time_min() && mFilterOps.mMinDate < earliest) - { - earliest = mFilterOps.mMinDate; - } - else if (!mFilterOps.mHoursAgo) - { - earliest = 0; - } - if (item->getCreationDate() < earliest || - item->getCreationDate() > mFilterOps.mMaxDate) - return false; + // We don't get the updated item creation date for the task inventory or + // a notecard embedded item. See LLTaskInvFVBridge::getCreationDate(). + return false; } return true; @@ -548,7 +538,9 @@ void LLInventoryFilter::setDateRange(time_t min_date, time_t max_date) mFilterOps.mMaxDate = llmax(mFilterOps.mMinDate, max_date); setModified(); } - mFilterOps.mFilterTypes |= FILTERTYPE_DATE; + + areDateLimitsSet() ? mFilterOps.mFilterTypes |= FILTERTYPE_DATE + : mFilterOps.mFilterTypes &= ~FILTERTYPE_DATE; } void LLInventoryFilter::setDateRangeLastLogoff(BOOL sl) @@ -560,10 +552,12 @@ void LLInventoryFilter::setDateRangeLastLogoff(BOOL sl) } if (!sl && isSinceLogoff()) { - setDateRange(0, time_max()); + setDateRange(time_min(), time_max()); setModified(); } - mFilterOps.mFilterTypes |= FILTERTYPE_DATE; + + areDateLimitsSet() ? mFilterOps.mFilterTypes |= FILTERTYPE_DATE + : mFilterOps.mFilterTypes &= ~FILTERTYPE_DATE; } BOOL LLInventoryFilter::isSinceLogoff() const @@ -608,7 +602,9 @@ void LLInventoryFilter::setHoursAgo(U32 hours) setModified(FILTER_RESTART); } } - mFilterOps.mFilterTypes |= FILTERTYPE_DATE; + + areDateLimitsSet() ? mFilterOps.mFilterTypes |= FILTERTYPE_DATE + : mFilterOps.mFilterTypes &= ~FILTERTYPE_DATE; } void LLInventoryFilter::setFilterLinks(U64 filter_links) @@ -1058,3 +1054,10 @@ const std::string& LLInventoryFilter::getEmptyLookupMessage() const return mEmptyLookupMessage; } + +bool LLInventoryFilter::areDateLimitsSet() +{ + return mFilterOps.mMinDate != time_min() + || mFilterOps.mMaxDate != time_max() + || mFilterOps.mHoursAgo != 0; +} diff --git a/indra/newview/llinventoryfilter.h b/indra/newview/llinventoryfilter.h index 343306ae8e..8635d5d5b3 100644 --- a/indra/newview/llinventoryfilter.h +++ b/indra/newview/llinventoryfilter.h @@ -179,6 +179,8 @@ public: void fromLLSD(LLSD& data); private: + bool areDateLimitsSet(); + struct FilterOps { FilterOps(); diff --git a/indra/newview/skins/default/xui/en/panel_inbox_inventory.xml b/indra/newview/skins/default/xui/en/panel_inbox_inventory.xml index 383e637ace..413e22e444 100644 --- a/indra/newview/skins/default/xui/en/panel_inbox_inventory.xml +++ b/indra/newview/skins/default/xui/en/panel_inbox_inventory.xml @@ -1,5 +1,6 @@ Date: Fri, 10 Feb 2012 02:33:22 +0200 Subject: EXP-1876 FIXED Landmark notes editor height increased to accommodate 5 lines of new font height. --- indra/newview/skins/default/xui/en/panel_landmark_info.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/panel_landmark_info.xml b/indra/newview/skins/default/xui/en/panel_landmark_info.xml index d2088594dd..fd6e96b9a7 100644 --- a/indra/newview/skins/default/xui/en/panel_landmark_info.xml +++ b/indra/newview/skins/default/xui/en/panel_landmark_info.xml @@ -271,7 +271,7 @@ Date: Thu, 9 Feb 2012 17:45:30 -0800 Subject: EXP-1877 FIX Scroll list listings in group roles tab and other areas shows vertical scroll bar before needed --- indra/newview/skins/default/xui/en/floater_about_land.xml | 4 ++-- indra/newview/skins/default/xui/en/floater_choose_group.xml | 2 +- indra/newview/skins/default/xui/en/panel_group_roles.xml | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_about_land.xml b/indra/newview/skins/default/xui/en/floater_about_land.xml index 2781717f0b..a737c123c6 100644 --- a/indra/newview/skins/default/xui/en/floater_about_land.xml +++ b/indra/newview/skins/default/xui/en/floater_about_land.xml @@ -2085,7 +2085,7 @@ Only large parcels can be listed in search. column_padding="0" follows="top|bottom" heading_height="14" - height="120" + height="125" layout="topleft" left="0" multi_select="true" @@ -2134,7 +2134,7 @@ Only large parcels can be listed in search. column_padding="0" follows="top|bottom" heading_height="14" - height="120" + height="125" layout="topleft" left="0" multi_select="true" diff --git a/indra/newview/skins/default/xui/en/floater_choose_group.xml b/indra/newview/skins/default/xui/en/floater_choose_group.xml index dc1ee5f24e..2cf6e682fd 100644 --- a/indra/newview/skins/default/xui/en/floater_choose_group.xml +++ b/indra/newview/skins/default/xui/en/floater_choose_group.xml @@ -20,7 +20,7 @@ Choose a group: Date: Thu, 9 Feb 2012 23:37:24 -0800 Subject: EXP-1863 : Implemented cut, copy, paste for folders. Issues with folder filtering though. --- indra/newview/llinventorybridge.cpp | 82 +++++++++++++++++++++------------- indra/newview/llinventoryfilter.cpp | 45 +++++++++++++++++-- indra/newview/llinventoryfunctions.cpp | 36 +++++++++++++++ indra/newview/llinventoryfunctions.h | 2 + 4 files changed, 131 insertions(+), 34 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index 9775e54d6a..1fa6820d2d 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -210,21 +210,21 @@ BOOL LLInvFVBridge::isLink() const */ BOOL LLInvFVBridge::cutToClipboard() const { - LLViewerInventoryItem* inv_item = gInventory.getItem(mUUID); - if (inv_item && isItemMovable() && isItemRemovable()) + const LLInventoryObject* obj = gInventory.getObject(mUUID); + if (obj && isItemMovable() && isItemRemovable()) { LLClipboard::getInstance()->setCutMode(true); - return LLClipboard::getInstance()->addToClipboard(mUUID,inv_item->getType()); + return LLClipboard::getInstance()->addToClipboard(mUUID,obj->getType()); } return FALSE; } BOOL LLInvFVBridge::copyToClipboard() const { - LLViewerInventoryItem* inv_item = gInventory.getItem(mUUID); - if (inv_item && isItemCopyable()) + const LLInventoryObject* obj = gInventory.getObject(mUUID); + if (obj && isItemCopyable()) { - return LLClipboard::getInstance()->addToClipboard(mUUID,inv_item->getType()); + return LLClipboard::getInstance()->addToClipboard(mUUID,obj->getType()); } return FALSE; } @@ -423,9 +423,6 @@ BOOL LLInvFVBridge::isClipboardPasteable() const const LLUUID &agent_id = gAgent.getID(); - // Merov : This should be suppressed for 2 reasons: - // 1. folders should be pastable - // 2. when pasting, we should paste what is authorized and let the rest not pasted LLDynamicArray objects; LLClipboard::getInstance()->pasteFromClipboard(objects); S32 count = objects.count(); @@ -433,12 +430,9 @@ BOOL LLInvFVBridge::isClipboardPasteable() const { const LLUUID &item_id = objects.get(i); - // Can't paste folders + // Always paste folders const LLInventoryCategory *cat = model->getCategory(item_id); - if (cat) - { - return FALSE; - } + if (cat) continue; const LLInventoryItem *item = model->getItem(item_id); if (item) @@ -1313,7 +1307,6 @@ void LLItemBridge::performAction(LLInventoryModel* model, std::string action) } else if ("paste" == action) { - // Single item only LLInventoryItem* itemp = model->getItem(mUUID); if (!itemp) return; @@ -1785,8 +1778,9 @@ BOOL LLFolderBridge::isUpToDate() const BOOL LLFolderBridge::isItemCopyable() const { + return TRUE; // Can copy folders to paste-as-link, but not for straight paste. - return gSavedSettings.getBOOL("InventoryLinking"); + //return gSavedSettings.getBOOL("InventoryLinking"); } BOOL LLFolderBridge::isClipboardPasteable() const @@ -2829,7 +2823,7 @@ bool LLFolderBridge::removeItemResponse(const LLSD& notification, const LLSD& re void LLFolderBridge::pasteFromClipboard() { LLInventoryModel* model = getInventoryModel(); - if(model && isClipboardPasteable()) + if (model && isClipboardPasteable()) { const LLUUID ¤t_outfit_id = model->findCategoryUUIDForType(LLFolderType::FT_CURRENT_OUTFIT, false); const BOOL move_is_into_current_outfit = (mUUID == current_outfit_id); @@ -2845,7 +2839,8 @@ void LLFolderBridge::pasteFromClipboard() { const LLUUID& item_id = (*iter); LLInventoryItem *item = model->getItem(item_id); - if (item) + LLInventoryObject *obj = model->getObject(item_id); + if (obj) { if (move_is_into_current_outfit || move_is_into_outfit) { @@ -2856,24 +2851,49 @@ void LLFolderBridge::pasteFromClipboard() } else if (LLClipboard::getInstance()->isCutMode()) { - // move_inventory_item() is not enough, - //we have to update inventory locally too - LLViewerInventoryItem* viitem = dynamic_cast(item); - llassert(viitem); - if (viitem) + // Do a move to "paste" a "cut" + // move_inventory_item() is not enough, as we have to update inventory locally too + if (LLAssetType::AT_CATEGORY == obj->getType()) { - changeItemParent(model, viitem, parent_id, FALSE); + LLViewerInventoryCategory* vicat = (LLViewerInventoryCategory *) model->getCategory(item_id); + llassert(vicat); + if (vicat) + { + changeCategoryParent(model, vicat, parent_id, FALSE); + } + } + else + { + LLViewerInventoryItem* viitem = dynamic_cast(item); + llassert(viitem); + if (viitem) + { + changeItemParent(model, viitem, parent_id, FALSE); + } } } else { - copy_inventory_item( - gAgent.getID(), - item->getPermissions().getOwner(), - item->getUUID(), - parent_id, - std::string(), - LLPointer(NULL)); + // Do a "copy" to "paste" a regular copy clipboard + if (LLAssetType::AT_CATEGORY == obj->getType()) + { + LLViewerInventoryCategory* vicat = (LLViewerInventoryCategory *) model->getCategory(item_id); + llassert(vicat); + if (vicat) + { + copy_inventory_category(model, vicat, parent_id); + } + } + else + { + copy_inventory_item( + gAgent.getID(), + item->getPermissions().getOwner(), + item->getUUID(), + parent_id, + std::string(), + LLPointer(NULL)); + } } } } diff --git a/indra/newview/llinventoryfilter.cpp b/indra/newview/llinventoryfilter.cpp index 9d12478019..808b7619eb 100644 --- a/indra/newview/llinventoryfilter.cpp +++ b/indra/newview/llinventoryfilter.cpp @@ -240,12 +240,26 @@ BOOL LLInventoryFilter::checkAgainstFilterType(const LLFolderViewItem* item) con //////////////////////////////////////////////////////////////////////////////// // FILTERTYPE_CLIPBOARD - // Pass if this item is not on the clipboard + // Pass if this item is not on the clipboard or is not a descendant of a folder + // which is on the clipboard if (filterTypes & FILTERTYPE_CLIPBOARD) { - if (LLClipboard::getInstance()->isCutMode() && LLClipboard::getInstance()->isOnClipboard(object_id)) + if (LLClipboard::getInstance()->isCutMode()) { - return FALSE; + LLUUID current_id = object_id; + LLInventoryObject *current_object = gInventory.getObject(object_id); + while (current_id.notNull()) + { + if (LLClipboard::getInstance()->isOnClipboard(current_id)) + { + return FALSE; + } + current_id = current_object->getParentUUID(); + if (current_id.notNull()) + { + current_object = gInventory.getObject(current_id); + } + } } } @@ -309,6 +323,31 @@ bool LLInventoryFilter::checkAgainstFilterType(const LLInventoryItem* item) cons return false; } + //////////////////////////////////////////////////////////////////////////////// + // FILTERTYPE_CLIPBOARD + // Pass if this item is not on the clipboard or is not a descendant of a folder + // which is on the clipboard + if (filterTypes & FILTERTYPE_CLIPBOARD) + { + if (LLClipboard::getInstance()->isCutMode()) + { + LLUUID current_id = object_id; + LLInventoryObject *current_object = gInventory.getObject(object_id); + while (current_id.notNull()) + { + if (LLClipboard::getInstance()->isOnClipboard(current_id)) + { + return false; + } + current_id = current_object->getParentUUID(); + if (current_id.notNull()) + { + current_object = gInventory.getObject(current_id); + } + } + } + } + return true; } diff --git a/indra/newview/llinventoryfunctions.cpp b/indra/newview/llinventoryfunctions.cpp index 8313b23f44..4fb06f82c1 100644 --- a/indra/newview/llinventoryfunctions.cpp +++ b/indra/newview/llinventoryfunctions.cpp @@ -238,6 +238,42 @@ void rename_category(LLInventoryModel* model, const LLUUID& cat_id, const std::s model->notifyObservers(); } +void copy_inventory_category(LLInventoryModel* model, + LLViewerInventoryCategory* cat, + const LLUUID& parent_id) +{ + // Create the initial folder + LLUUID new_cat_uuid = gInventory.createNewCategory(parent_id, LLFolderType::FT_NONE, cat->getName()); + model->notifyObservers(); + + // Get the content of the folder + LLInventoryModel::cat_array_t* cat_array; + LLInventoryModel::item_array_t* item_array; + gInventory.getDirectDescendentsOf(cat->getUUID(),cat_array,item_array); + + // Copy all the items + LLInventoryModel::item_array_t item_array_copy = *item_array; + for (LLInventoryModel::item_array_t::iterator iter = item_array_copy.begin(); iter != item_array_copy.end(); iter++) + { + LLInventoryItem* item = *iter; + copy_inventory_item( + gAgent.getID(), + item->getPermissions().getOwner(), + item->getUUID(), + new_cat_uuid, + std::string(), + LLPointer(NULL)); + } + + // Copy all the folders + LLInventoryModel::cat_array_t cat_array_copy = *cat_array; + for (LLInventoryModel::cat_array_t::iterator iter = cat_array_copy.begin(); iter != cat_array_copy.end(); iter++) + { + LLViewerInventoryCategory* category = *iter; + copy_inventory_category(model, category, new_cat_uuid); + } +} + class LLInventoryCollectAllItems : public LLInventoryCollectFunctor { public: diff --git a/indra/newview/llinventoryfunctions.h b/indra/newview/llinventoryfunctions.h index f8ecca22b6..72c48c64f2 100644 --- a/indra/newview/llinventoryfunctions.h +++ b/indra/newview/llinventoryfunctions.h @@ -73,6 +73,8 @@ void remove_category(LLInventoryModel* model, const LLUUID& cat_id); void rename_category(LLInventoryModel* model, const LLUUID& cat_id, const std::string& new_name); +void copy_inventory_category(LLInventoryModel* model, LLViewerInventoryCategory* cat, const LLUUID& parent_id); + // Generates a string containing the path to the item specified by item_id. void append_path(const LLUUID& id, std::string& path); -- cgit v1.2.3 From 5d276be881593b9e2c247edf8e6361447e964d52 Mon Sep 17 00:00:00 2001 From: Seth ProductEngine Date: Fri, 10 Feb 2012 20:36:53 +0200 Subject: EXP-1885 FIXED the crash when receiving multiple inventory offer notifications. Fixed erasing the iterator which was becoming invalid on recursive calls. --- indra/newview/llscreenchannel.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llscreenchannel.cpp b/indra/newview/llscreenchannel.cpp index 1045009a04..a0f146e506 100644 --- a/indra/newview/llscreenchannel.cpp +++ b/indra/newview/llscreenchannel.cpp @@ -327,8 +327,8 @@ void LLScreenChannel::onToastFade(LLToast* toast) bool delete_toast = !mCanStoreToasts || !toast->getCanBeStored(); if(delete_toast) { - deleteToast(toast); mToastList.erase(it); + deleteToast(toast); } else { -- cgit v1.2.3 From 788343db01ed4f6c0e786745d4f01bf6f5d2dba5 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Fri, 10 Feb 2012 10:56:55 -0800 Subject: * Added timers to track the http transactions, visible through the same "InventoryOutboxLogging" debug flag. --- indra/newview/llmarketplacefunctions.cpp | 15 +++++++++++++++ 1 file changed, 15 insertions(+) (limited to 'indra/newview') diff --git a/indra/newview/llmarketplacefunctions.cpp b/indra/newview/llmarketplacefunctions.cpp index a3f0a6062c..93dd82957f 100644 --- a/indra/newview/llmarketplacefunctions.cpp +++ b/indra/newview/llmarketplacefunctions.cpp @@ -30,6 +30,7 @@ #include "llagent.h" #include "llhttpclient.h" +#include "lltimer.h" #include "lltrans.h" #include "llviewercontrol.h" #include "llviewermedia.h" @@ -115,6 +116,9 @@ namespace LLMarketplaceImport static U32 sImportResultStatus = 0; static LLSD sImportResults = LLSD::emptyMap(); + static LLTimer slmGetTimer; + static LLTimer slmPostTimer; + // Responders class LLImportPostResponder : public LLHTTPClient::Responder @@ -124,11 +128,15 @@ namespace LLMarketplaceImport void completed(U32 status, const std::string& reason, const LLSD& content) { + slmPostTimer.stop(); + if (gSavedSettings.getBOOL("InventoryOutboxLogging")) { llinfos << " SLM POST status: " << status << llendl; llinfos << " SLM POST reason: " << reason << llendl; llinfos << " SLM POST content: " << content.asString() << llendl; + + llinfos << " SLM POST timer: " << slmPostTimer.getElapsedTimeF32() << llendl; } if ((status == MarketplaceErrorCodes::IMPORT_REDIRECT) || @@ -167,11 +175,15 @@ namespace LLMarketplaceImport void completed(U32 status, const std::string& reason, const LLSD& content) { + slmGetTimer.stop(); + if (gSavedSettings.getBOOL("InventoryOutboxLogging")) { llinfos << " SLM GET status: " << status << llendl; llinfos << " SLM GET reason: " << reason << llendl; llinfos << " SLM GET content: " << content.asString() << llendl; + + llinfos << " SLM GET timer: " << slmGetTimer.getElapsedTimeF32() << llendl; } if ((status == MarketplaceErrorCodes::IMPORT_AUTHENTICATION_ERROR) || @@ -247,6 +259,7 @@ namespace LLMarketplaceImport llinfos << " SLM GET: " << url << llendl; } + slmGetTimer.start(); LLHTTPClient::get(url, new LLImportGetResponder(), LLViewerMedia::getHeaders()); return true; @@ -277,6 +290,7 @@ namespace LLMarketplaceImport llinfos << " SLM GET: " << url << llendl; } + slmGetTimer.start(); LLHTTPClient::get(url, new LLImportGetResponder(), headers); return true; @@ -310,6 +324,7 @@ namespace LLMarketplaceImport llinfos << " SLM POST: " << url << llendl; } + slmPostTimer.start(); LLHTTPClient::post(url, LLSD(), new LLImportPostResponder(), headers); return true; -- cgit v1.2.3 From 8d22adbbed589125c89ea8e28610816361615753 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 10 Feb 2012 14:28:16 -0600 Subject: SH-2963 Fix for highlight transparent not highlighting 100% transparent objects. --- indra/newview/lldrawpool.h | 1 + indra/newview/lldrawpoolalpha.cpp | 1 + indra/newview/llvovolume.cpp | 10 +++++++--- 3 files changed, 9 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 5a2981e749..64774d06df 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -133,6 +133,7 @@ public: PASS_ALPHA, PASS_ALPHA_MASK, PASS_FULLBRIGHT_ALPHA_MASK, + PASS_ALPHA_INVISIBLE, NUM_RENDER_TYPES, }; diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index ddb7d3ceeb..5b62dbc560 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -337,6 +337,7 @@ void LLDrawPoolAlpha::render(S32 pass) pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); if(shaders) { diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 6354230796..438d578ac5 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4433,10 +4433,10 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) else { if (te->getColor().mV[3] > 0.f) - { + { //only treat as alpha in the pipeline if < 100% transparent drawablep->setState(LLDrawable::HAS_ALPHA); - alpha_faces.push_back(facep); } + alpha_faces.push_back(facep); } } else @@ -4952,7 +4952,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: if (is_alpha) { // can we safely treat this as an alpha mask? - if (facep->canRenderAsMask()) + if (facep->getFaceColor().mV[3] <= 0.f) + { //100% transparent, don't render unless we're highlighting transparent + registerFace(group, facep, LLRenderPass::PASS_ALPHA_INVISIBLE); + } + else if (facep->canRenderAsMask()) { if (te->getFullbright() || LLPipeline::sNoAlpha) { -- cgit v1.2.3 From 077130eaee30883cb9e666584b3362e2481bd6dd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 10 Feb 2012 14:28:16 -0600 Subject: SH-2963 Fix for highlight transparent not highlighting 100% transparent objects. --- indra/newview/lldrawpool.h | 1 + indra/newview/lldrawpoolalpha.cpp | 1 + indra/newview/llvovolume.cpp | 10 +++++++--- 3 files changed, 9 insertions(+), 3 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 5a2981e749..64774d06df 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -133,6 +133,7 @@ public: PASS_ALPHA, PASS_ALPHA_MASK, PASS_FULLBRIGHT_ALPHA_MASK, + PASS_ALPHA_INVISIBLE, NUM_RENDER_TYPES, }; diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index ddb7d3ceeb..5b62dbc560 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -337,6 +337,7 @@ void LLDrawPoolAlpha::render(S32 pass) pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); if(shaders) { diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 7492a06784..03d4c51aff 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4433,10 +4433,10 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) else { if (te->getColor().mV[3] > 0.f) - { + { //only treat as alpha in the pipeline if < 100% transparent drawablep->setState(LLDrawable::HAS_ALPHA); - alpha_faces.push_back(facep); } + alpha_faces.push_back(facep); } } else @@ -4947,7 +4947,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: if (is_alpha) { // can we safely treat this as an alpha mask? - if (facep->canRenderAsMask()) + if (facep->getFaceColor().mV[3] <= 0.f) + { //100% transparent, don't render unless we're highlighting transparent + registerFace(group, facep, LLRenderPass::PASS_ALPHA_INVISIBLE); + } + else if (facep->canRenderAsMask()) { if (te->getFullbright() || LLPipeline::sNoAlpha) { -- cgit v1.2.3 From bb5797efd955cd6bd496a13104f6b84715afef06 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Fri, 10 Feb 2012 12:41:20 -0800 Subject: Resized the Merchant Outbox spinner to its native size --- indra/newview/skins/default/xui/en/floater_merchant_outbox.xml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/floater_merchant_outbox.xml b/indra/newview/skins/default/xui/en/floater_merchant_outbox.xml index 498a9b6ce0..6f387f4800 100644 --- a/indra/newview/skins/default/xui/en/floater_merchant_outbox.xml +++ b/indra/newview/skins/default/xui/en/floater_merchant_outbox.xml @@ -132,16 +132,16 @@ - - + + - + + width="24" /> -- cgit v1.2.3 From e0f86bfb2d85c8dd3c84b6a56fa42aae431f6fe3 Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Fri, 10 Feb 2012 16:41:24 -0500 Subject: STORM-1793 Supply missing new artwork --- .../skins/default/textures/map_avatar_unknown_32.tga | Bin 0 -> 4140 bytes 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 indra/newview/skins/default/textures/map_avatar_unknown_32.tga (limited to 'indra/newview') diff --git a/indra/newview/skins/default/textures/map_avatar_unknown_32.tga b/indra/newview/skins/default/textures/map_avatar_unknown_32.tga new file mode 100644 index 0000000000..d1192478c6 Binary files /dev/null and b/indra/newview/skins/default/textures/map_avatar_unknown_32.tga differ -- cgit v1.2.3 From 6c3d44449032e386c2b4163c3635f1fe6934e5d7 Mon Sep 17 00:00:00 2001 From: callum Date: Fri, 10 Feb 2012 14:02:09 -0800 Subject: EXP-1889 FIX As a Second Life viewer developer, I would like a tool that helps me find memory leaks. --- indra/newview/CMakeLists.txt | 1 + indra/newview/app_settings/settings.xml | 35 ++++++++++------ indra/newview/llappviewerwin32.cpp | 12 ++++++ indra/newview/llviewermenu.cpp | 47 +++++++++++++++++++++- indra/newview/skins/default/xui/en/menu_viewer.xml | 10 ++++- 5 files changed, 91 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 69bf1f15a1..66361c8fbf 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -41,6 +41,7 @@ include(UnixInstall) include(LLKDU) include(ViewerMiscLibs) include(LLLogin) +include(VisualLeakDetector) include(GLOD) include(CMakeCopyIfDifferent) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ee8c15752b..caeaf71484 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9619,18 +9619,29 @@ Value 1 - ShowConsoleWindow - - Comment - Show log in separate OS window - Persist - 1 - Type - Boolean - Value - 0 - - NavBarShowCoordinates + ShowConsoleWindow + + Comment + Show log in separate OS window + Persist + 1 + Type + Boolean + Value + 0 + + EnableVisualLeakDetector + + Comment + EnableVisualLeakDetector + Persist + 1 + Type + Boolean + Value + 0 + + NavBarShowCoordinates Comment Show coordinates in navigation bar diff --git a/indra/newview/llappviewerwin32.cpp b/indra/newview/llappviewerwin32.cpp index 6931b55c4c..bad60a9757 100644 --- a/indra/newview/llappviewerwin32.cpp +++ b/indra/newview/llappviewerwin32.cpp @@ -26,6 +26,10 @@ #include "llviewerprecompiledheaders.h" +#ifdef INCLUDE_VLD +#include "vld.h" +#endif + #include "llappviewerwin32.h" #include "llmemtype.h" @@ -105,6 +109,14 @@ int APIENTRY WINMAIN(HINSTANCE hInstance, LPSTR lpCmdLine, int nCmdShow) { +#ifdef INCLUDE_VLD + // only works for debug builds (hard coded into vld.h) + #ifdef _DEBUG + // start with Visual Leak Detector turned off + VLDGlobalDisable(); + #endif // _DEBUG +#endif // INCLUDE_VLD + LLMemType mt1(LLMemType::MTYPE_STARTUP); const S32 MAX_HEAPS = 255; diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index 12aed8f448..37cf916423 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -25,6 +25,11 @@ */ #include "llviewerprecompiledheaders.h" + +#ifdef INCLUDE_VLD +#include "vld.h" +#endif + #include "llviewermenu.h" // linden library includes @@ -214,7 +219,7 @@ void near_sit_down_point(BOOL success, void *); void velocity_interpolate( void* ); - +void handle_visual_leak_detector_toggle(void*); void handle_rebake_textures(void*); BOOL check_admin_override(void*); void handle_admin_override_toggle(void*); @@ -2018,6 +2023,15 @@ class LLAdvancedToggleViewAdminOptions : public view_listener_t } }; +class LLAdvancedToggleVisualLeakDetector : public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + handle_visual_leak_detector_toggle(NULL); + return true; + } +}; + class LLAdvancedCheckViewAdminOptions : public view_listener_t { bool handleEvent(const LLSD& userdata) @@ -3444,6 +3458,35 @@ void handle_admin_override_toggle(void*) show_debug_menus(); } +void handle_visual_leak_detector_toggle(void*) +{ + static bool vld_enabled = false; + + if ( vld_enabled ) + { +#ifdef INCLUDE_VLD + // only works for debug builds (hard coded into vld.h) +#ifdef _DEBUG + // start with Visual Leak Detector turned off + VLDDisable(); +#endif // _DEBUG +#endif // INCLUDE_VLD + vld_enabled = false; + } + else + { +#ifdef INCLUDE_VLD + // only works for debug builds (hard coded into vld.h) + #ifdef _DEBUG + // start with Visual Leak Detector turned off + VLDEnable(); + #endif // _DEBUG +#endif // INCLUDE_VLD + + vld_enabled = true; + }; +} + void handle_god_mode(void*) { gAgent.requestEnterGodMode(); @@ -8237,6 +8280,8 @@ void initialize_menus() view_listener_t::addMenu(new LLAdvancedEnableViewAdminOptions(), "Advanced.EnableViewAdminOptions"); view_listener_t::addMenu(new LLAdvancedToggleViewAdminOptions(), "Advanced.ToggleViewAdminOptions"); view_listener_t::addMenu(new LLAdvancedCheckViewAdminOptions(), "Advanced.CheckViewAdminOptions"); + view_listener_t::addMenu(new LLAdvancedToggleVisualLeakDetector(), "Advanced.ToggleVisualLeakDetector"); + view_listener_t::addMenu(new LLAdvancedRequestAdminStatus(), "Advanced.RequestAdminStatus"); view_listener_t::addMenu(new LLAdvancedLeaveAdminStatus(), "Advanced.LeaveAdminStatus"); diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index cd8550b00d..6443e432fe 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -3261,7 +3261,15 @@ - + + + + Date: Fri, 10 Feb 2012 20:04:19 -0600 Subject: SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations. --- .../shaders/class1/avatar/pickAvatarF.glsl | 6 ++- .../shaders/class1/deferred/alphaF.glsl | 6 ++- .../shaders/class1/deferred/alphaNonIndexedF.glsl | 10 +++-- .../class1/deferred/alphaNonIndexedNoColorF.glsl | 6 ++- .../shaders/class1/deferred/attachmentShadowF.glsl | 8 ++-- .../shaders/class1/deferred/avatarF.glsl | 10 +++-- .../shaders/class1/deferred/avatarShadowF.glsl | 6 ++- .../shaders/class1/deferred/blurLightF.glsl | 6 ++- .../shaders/class1/deferred/bumpF.glsl | 12 +++--- .../shaders/class1/deferred/cloudsF.glsl | 10 +++-- .../app_settings/shaders/class1/deferred/cofF.glsl | 8 ++-- .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 10 +++-- .../class1/deferred/diffuseAlphaMaskIndexedF.glsl | 10 +++-- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 10 +++-- .../shaders/class1/deferred/diffuseF.glsl | 12 +++--- .../shaders/class1/deferred/diffuseIndexedF.glsl | 12 +++--- .../shaders/class1/deferred/dofCombineF.glsl | 6 ++- .../shaders/class1/deferred/emissiveF.glsl | 6 ++- .../shaders/class1/deferred/fullbrightF.glsl | 6 ++- .../shaders/class1/deferred/fxaaF.glsl | 6 ++- .../app_settings/shaders/class1/deferred/giF.glsl | 6 ++- .../app_settings/shaders/class1/deferred/giV.glsl | 48 ---------------------- .../shaders/class1/deferred/impostorF.glsl | 10 +++-- .../shaders/class1/deferred/luminanceF.glsl | 6 ++- .../shaders/class1/deferred/multiPointLightF.glsl | 8 ++-- .../shaders/class1/deferred/multiSpotLightF.glsl | 8 ++-- .../shaders/class1/deferred/normgenF.glsl | 6 ++- .../shaders/class1/deferred/pointLightF.glsl | 8 ++-- .../shaders/class1/deferred/postDeferredF.glsl | 6 ++- .../class1/deferred/postDeferredNoDoFF.glsl | 6 ++- .../shaders/class1/deferred/postgiF.glsl | 8 ++-- .../shaders/class1/deferred/postgiV.glsl | 40 ------------------ .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 6 ++- .../shaders/class1/deferred/shadowF.glsl | 6 ++- .../app_settings/shaders/class1/deferred/skyF.glsl | 10 +++-- .../shaders/class1/deferred/softenLightF.glsl | 8 ++-- .../shaders/class1/deferred/spotLightF.glsl | 8 ++-- .../shaders/class1/deferred/starsF.glsl | 10 +++-- .../shaders/class1/deferred/sunLightF.glsl | 6 ++- .../shaders/class1/deferred/sunLightSSAOF.glsl | 12 +++--- .../shaders/class1/deferred/terrainF.glsl | 10 +++-- .../shaders/class1/deferred/treeF.glsl | 10 +++-- .../shaders/class1/deferred/treeShadowF.glsl | 6 ++- .../shaders/class1/deferred/waterF.glsl | 10 +++-- .../shaders/class1/effects/glowExtractF.glsl | 8 ++-- .../app_settings/shaders/class1/effects/glowF.glsl | 6 ++- .../shaders/class1/environment/terrainF.glsl | 6 ++- .../shaders/class1/environment/terrainWaterF.glsl | 6 ++- .../shaders/class1/environment/underWaterF.glsl | 6 ++- .../shaders/class1/environment/waterF.glsl | 6 ++- .../shaders/class1/interface/alphamaskF.glsl | 6 ++- .../shaders/class1/interface/customalphaF.glsl | 6 ++- .../shaders/class1/interface/debugF.glsl | 6 ++- .../shaders/class1/interface/glowcombineF.glsl | 6 ++- .../shaders/class1/interface/glowcombineFXAAF.glsl | 6 ++- .../shaders/class1/interface/highlightF.glsl | 6 ++- .../shaders/class1/interface/occlusionF.glsl | 6 ++- .../class1/interface/onetexturenocolorF.glsl | 6 ++- .../shaders/class1/interface/solidcolorF.glsl | 6 ++- .../class1/interface/splattexturerectF.glsl | 6 ++- .../shaders/class1/interface/twotextureaddF.glsl | 6 ++- .../app_settings/shaders/class1/interface/uiF.glsl | 6 ++- .../shaders/class1/lighting/lightAlphaMaskF.glsl | 6 ++- .../class1/lighting/lightAlphaMaskNonIndexedF.glsl | 6 ++- .../shaders/class1/lighting/lightF.glsl | 6 ++- .../class1/lighting/lightFullbrightAlphaMaskF.glsl | 6 ++- .../shaders/class1/lighting/lightFullbrightF.glsl | 6 ++- .../lightFullbrightNonIndexedAlphaMaskF.glsl | 6 ++- .../lighting/lightFullbrightNonIndexedF.glsl | 6 ++- .../class1/lighting/lightFullbrightShinyF.glsl | 6 ++- .../lighting/lightFullbrightShinyNonIndexedF.glsl | 6 ++- .../lighting/lightFullbrightShinyWaterF.glsl | 6 ++- .../lightFullbrightShinyWaterNonIndexedF.glsl | 6 ++- .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 6 ++- .../class1/lighting/lightFullbrightWaterF.glsl | 6 ++- .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 6 ++- .../lighting/lightFullbrightWaterNonIndexedF.glsl | 6 ++- .../shaders/class1/lighting/lightNonIndexedF.glsl | 6 ++- .../shaders/class1/lighting/lightShinyF.glsl | 6 ++- .../class1/lighting/lightShinyNonIndexedF.glsl | 6 ++- .../shaders/class1/lighting/lightShinyWaterF.glsl | 6 ++- .../lighting/lightShinyWaterNonIndexedF.glsl | 6 ++- .../class1/lighting/lightWaterAlphaMaskF.glsl | 6 ++- .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 6 ++- .../shaders/class1/lighting/lightWaterF.glsl | 8 ++-- .../class1/lighting/lightWaterNonIndexedF.glsl | 6 ++- .../app_settings/shaders/class1/objects/bumpF.glsl | 6 ++- .../shaders/class1/objects/impostorF.glsl | 6 ++- .../shaders/class1/objects/indexedTextureV.glsl | 4 +- .../shaders/class2/deferred/alphaF.glsl | 6 ++- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 6 ++- .../class2/deferred/alphaNonIndexedNoColorF.glsl | 6 ++- .../shaders/class2/deferred/multiSpotLightF.glsl | 8 ++-- .../shaders/class2/deferred/softenLightF.glsl | 8 ++-- .../shaders/class2/deferred/spotLightF.glsl | 8 ++-- .../shaders/class2/deferred/sunLightF.glsl | 18 ++++---- .../shaders/class2/deferred/sunLightSSAOF.glsl | 18 ++++---- .../shaders/class2/windlight/cloudsF.glsl | 8 ++-- .../shaders/class2/windlight/skyF.glsl | 8 ++-- indra/newview/llface.cpp | 12 +++++- indra/newview/llviewershadermgr.cpp | 14 ++++--- indra/newview/llvovolume.cpp | 6 +-- 102 files changed, 471 insertions(+), 355 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/giV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 3e4d438ed3..54e2f04459 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -34,5 +36,5 @@ uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); + frag_color = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index c012efa056..37fd63b7d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -69,6 +71,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 8641827777..14ac9f1f78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -81,9 +83,9 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1); - //gl_FragColor = vec4(1,0,1,1)*shadow; + frag_color = color; + //frag_color = vec4(1,0,1,1); + //frag_color = vec4(1,0,1,1)*shadow; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index c13ea702db..654e272b06 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -79,6 +81,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 402f681631..b88041490a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -23,7 +23,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -33,7 +35,7 @@ VARYING vec2 vary_texcoord0; void main() { - //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a); - gl_FragColor = vec4(1,1,1,1); + //frag_color = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a); + frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 9a3b2e3e8a..4912c9a50c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform sampler2D diffuseMap; @@ -41,9 +43,9 @@ void main() discard; } - gl_FragData[0] = vec4(diff.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(diff.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 558a88009a..594ed778e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -33,7 +35,7 @@ VARYING vec4 post_pos; void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 60d4dae99f..a08b018702 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -111,6 +113,6 @@ void main() col /= defined_weight.xyxx; col.y *= col.y; - gl_FragColor = col; + frag_color = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 6cc5f23aca..141738023d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform sampler2D diffuseMap; @@ -46,9 +48,9 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - gl_FragData[0] = vec4(col, 0.0); - 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 + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index db272cf601..d2afc148b1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -25,7 +25,9 @@ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif ///////////////////////////////////////////////////////////////////////// @@ -98,8 +100,8 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); - gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index e612efba61..3fcfbf55c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -83,6 +85,6 @@ void main() sc = max(sc, -max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor.rgb = diff.rgb + bloom.rgb; - gl_FragColor.a = sc/max_cof*0.5+0.5; + frag_color.rgb = diff.rgb + bloom.rgb; + frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index e9989a4e48..c8acaee134 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform float minimum_alpha; @@ -44,9 +46,9 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); // spec + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..d960cbc2fe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif VARYING vec3 vary_normal; @@ -43,8 +45,8 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..b1c9b52569 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -25,7 +25,9 @@ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform float minimum_alpha; @@ -44,9 +46,9 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); // spec + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..caefe84957 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform sampler2D diffuseMap; @@ -36,10 +38,10 @@ VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - gl_FragData[0] = vec4(col, 0.0); - 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 + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..c89f389954 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif VARYING vec3 vary_normal; @@ -35,9 +37,9 @@ void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - gl_FragData[0] = vec4(col, 0.0); - 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 + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 0cf5afc568..f05ea557e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -73,5 +75,5 @@ void main() diff = mix(diff, col*0.25, a); } - gl_FragColor = mix(diff, dof, a); + frag_color = mix(diff, dof, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 92f78125d8..ebe9a66bb4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif vec3 fullbrightAtmosTransport(vec3 light); @@ -45,6 +47,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 84ae2f9f10..616ffca2d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -46,6 +48,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 5af9406452..76b1748813 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif #define FXAA_PC 1 @@ -2113,6 +2115,6 @@ void main() //diff = texture2D(diffuseMap, vary_tc); - gl_FragColor = diff; + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index 29ca80ae92..28ed70d49d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -184,5 +186,5 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragColor.xyz = giAmbient(pos, norm); + frag_color.xyz = giAmbient(pos, norm); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl deleted file mode 100644 index e5d3bb8ea6..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a44173a2a4..d7bc8d02d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform float minimum_alpha; @@ -45,7 +47,7 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, col.a * 0.005); - gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy); - gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); + frag_data[0] = vec4(col.rgb, col.a * 0.005); + frag_data[1] = texture2D(specularMap, vary_texcoord0.xy); + frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index e014a14ad8..31da124cb1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -26,12 +26,14 @@ uniform sampler2DRect diffuseMap; #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec2 vary_fragcoord; void main() { - gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy); + frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 179c721a2f..cd50e17d7e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect depthMap; @@ -141,6 +143,6 @@ void main() discard; } - gl_FragColor.rgb = out_col; - gl_FragColor.a = 0.0; + frag_color.rgb = out_col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 2196d14895..40dd363061 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif //class 1 -- no shadows @@ -242,6 +244,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 879942d8fa..32881ef042 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D alphaMap; @@ -52,5 +54,5 @@ void main() norm *= 0.5; norm += 0.5; - gl_FragColor = vec4(norm, alpha); + frag_color = vec4(norm, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b673d00d6e..619b7bcd03 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -118,6 +120,6 @@ void main() discard; } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 18d451bf87..e7b2174280 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -122,5 +124,5 @@ void main() diff /= w; } - gl_FragColor = diff; + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index c275434777..ed2352b51f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -40,6 +42,6 @@ void main() vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 84d65d5b3b..18550b2e12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -24,8 +24,10 @@ */ #ifdef DEFINE_GL_FRAGCOLOR - out vec4 gl_FragColor; - #endif +out vec4 frag_color; +#else +#define frag_color gl_FragColor; +#endif uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; @@ -96,5 +98,5 @@ void main() col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - gl_FragColor.rgb = col; + frag_color.rgb = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl deleted file mode 100644 index 0d5c8e7287..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file postgiV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index c1fb7b55d4..7d75b50aa2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -44,7 +46,7 @@ void main() discard; } - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index bf75ca262e..3eb733aa51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -24,14 +24,16 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 post_pos; void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 96ad0aa93a..7d80f07da4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif ///////////////////////////////////////////////////////////////////////// @@ -57,8 +59,8 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); - gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0c53a4ffa5..70b0f6fbd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -322,7 +324,7 @@ void main() col = diffuse.rgb; } - gl_FragColor.rgb = col; + frag_color.rgb = col; - gl_FragColor.a = bloom; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index cc0f4e5b6b..d3d6a155f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -27,7 +27,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -184,6 +186,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 03fccd2766..1cfcca4f5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif VARYING vec4 vertex_color; @@ -36,7 +38,7 @@ void main() { vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragData[0] = col; - gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = col; + frag_data[1] = vec4(0,0,0,0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index adc7c5d005..aa29be09a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -28,10 +28,12 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif void main() { - gl_FragColor = vec4(0,0,0,0); + frag_color = vec4(0,0,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index fc5959a33c..9bee632472 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif //class 1 -- no shadow, SSAO only @@ -128,8 +130,8 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragColor[0] = 1.0; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - gl_FragColor[2] = 1.0; - gl_FragColor[3] = 1.0; + frag_color[0] = 1.0; + frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[2] = 1.0; + frag_color[3] = 1.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 5522e6c41d..021c23f76c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform sampler2D detail_0; @@ -51,9 +53,9 @@ void main() float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - gl_FragData[0] = vec4(outColor.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(outColor.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..10d8a5c321 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif uniform sampler2D diffuseMap; @@ -43,8 +45,8 @@ void main() discard; } - gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); + frag_data[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); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 20d0170535..6be66a402f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -43,7 +45,7 @@ void main() discard; } - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*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..e4c655ed7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData; #endif vec3 scaleSoftClip(vec3 inColor); @@ -157,7 +159,7 @@ void main() //wavef = normalize(wavef); vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; - 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 + frag_data[0] = vec4(color.rgb, 0.5); // diffuse + frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 9a3d792224..952706841d 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseMap; @@ -46,7 +48,7 @@ void main() float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); - gl_FragColor.rgb = col.rgb; - gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); + frag_color.rgb = col.rgb; + frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 90bb84323c..289c5b367f 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -54,5 +56,5 @@ void main() col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw); col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw); - gl_FragColor = vec4(col.rgb * glowStrength, col.a); + frag_color = vec4(col.rgb * glowStrength, col.a); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 18f6d91804..51efdd4b39 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -59,6 +61,6 @@ void main() /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); + frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index e5c7ced52c..d9b5c5f7f5 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -60,6 +62,6 @@ void main() outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); outColor = applyWaterFog(outColor); - gl_FragColor = outColor; + frag_color = outColor; } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 1fdb90f792..32459eff6a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -106,5 +108,5 @@ void main() vec4 fb = texture2D(screenTex, distort); - gl_FragColor = applyWaterFog(fb,view.xyz); + frag_color = applyWaterFog(fb,view.xyz); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 444c896d38..0cde7d0133 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif vec3 scaleSoftClip(vec3 inColor); @@ -135,5 +137,5 @@ void main() color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index d2f5e1987a..e8b8513bd1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -42,5 +44,5 @@ void main() discard; } - gl_FragColor = col; + frag_color = col; } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 4b481ba834..b990ce9f03 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -38,5 +40,5 @@ void main() { vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); color.a *= custom_alpha; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index 6bcc97ba18..ad05f17a30 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -24,12 +24,14 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform vec4 color; void main() { - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index f67703b839..7e4515db40 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif #extension GL_ARB_texture_rectangle : enable @@ -37,6 +39,6 @@ VARYING vec2 vary_texcoord1; void main() { - gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) + + frag_color = texture2D(glowMap, vary_texcoord0.xy) + texture2DRect(screenMap, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c66a6e5b48..5a5894523d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -38,5 +40,5 @@ void main() { vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb; - gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); + frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index ecbc30f05f..d1d140d2a6 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform vec4 color; @@ -34,5 +36,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index 85f819f4c2..a18a3cdb50 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -24,10 +24,12 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index fafeb5a7b4..bfaa4774d9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D tex0; @@ -33,5 +35,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = texture2D(tex0, vary_texcoord0.xy); + frag_color = texture2D(tex0, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index f790122749..5d7edf33a9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D tex0; @@ -36,5 +38,5 @@ void main() { float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a; - gl_FragColor = vec4(vertex_color.rgb, alpha); + frag_color = vec4(vertex_color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index a0bb255cfa..7a28ca847a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect screenMap; @@ -36,5 +38,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; + frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index cdb48163dd..73a5839028 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D tex0; @@ -35,5 +37,5 @@ VARYING vec2 vary_texcoord1; void main() { - gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); + frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 36d6e06fc5..8fac2862b1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D diffuseMap; @@ -34,5 +36,5 @@ VARYING vec4 vertex_color; void main() { - gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 10413bdeb0..aabff3196a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 1164e5b0a6..6e6aec8532 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 735f5b3813..f9a3eb8d90 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index ba99c0ed71..a3eb133133 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index c3edc0bd70..222c6bbf0e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 276fad4f44..441fcd0d7a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl index 4e1e664e6b..7020fbc72b 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -43,6 +45,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index c981e9eba2..889a3e48ba 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -50,6 +52,6 @@ void fullbright_shiny_lighting() color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl index a4893f0359..f0727c377b 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -51,6 +53,6 @@ void fullbright_shiny_lighting() color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index c10cde98e0..aac13462b3 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -23,7 +23,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -48,6 +50,6 @@ void fullbright_shiny_lighting_water() color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index e9b26087f4..4f57b7a9f5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -23,7 +23,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -49,6 +51,6 @@ void fullbright_shiny_lighting_water() color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 754b2922d9..6c277cddc1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 2547f9e750..5c4bedefcc 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index f69b907dc7..df07071236 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl index aa3ef8cdd9..91208bc56a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index 9f1a358b53..1a0473b9e2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -43,6 +45,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index e9c27dbefd..a24d8d4ecd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -49,6 +51,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl index 595ad74365..16f64633ac 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -50,6 +52,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 68c727d62c..cf78149733 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -46,6 +48,6 @@ void shiny_lighting_water() color.rgb = atmosLighting(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl index f32b9e1958..97531fd937 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -47,6 +49,6 @@ void shiny_lighting_water() color.rgb = atmosLighting(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 103dd633c9..4fcdad09fc 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -46,6 +48,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index bef72752da..d235ed2491 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void default_lighting_water() color = applyWaterFog(color); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index e9537d1e9d..c295579028 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -24,8 +24,10 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif +out vec4 frag_color; +#else +#define frag_color gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,6 +41,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl index 8b0c25b705..5a5cc2c821 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 4b85d61aca..df6130cc58 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2D texture0; @@ -38,5 +40,5 @@ void main() float tex0 = texture2D(texture0, vary_texcoord0.xy).a; float tex1 = texture2D(texture1, vary_texcoord1.xy).a; - gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); + frag_color = vec4(tex0+(1.0-tex1)-0.5); } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 3c6e22b295..6358fdfeae 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform float minimum_alpha; @@ -42,5 +44,5 @@ void main() discard; } - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index a95c9e0ab9..a0f513d73d 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 float texture_index; +ATTRIBUTE uvec4 texture_index; -VARYING float vary_texture_index; +VARYING_FLAT uvec4 vary_texture_index; void passTextureIndex() { diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1179b212ae..373a6c157b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -125,6 +127,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 0df557f2aa..04460ea7c0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRectShadow shadowMap0; @@ -138,6 +140,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 331dbc7079..c50145f753 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRectShadow shadowMap0; @@ -137,6 +139,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 14a683971a..7d78a888a5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -253,6 +255,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 27ea77b5a2..f73163898e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif uniform sampler2DRect diffuseRect; @@ -330,6 +332,6 @@ void main() col = diffuse.rgb; } - gl_FragColor.rgb = col; - gl_FragColor.a = bloom; + frag_color.rgb = col; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 31bd0c79da..7cc621b1f6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif VARYING vec4 vertex_color; @@ -201,6 +203,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 229c2f4b67..a92a9fc8e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif //class 2, shadows, no SSAO @@ -129,7 +131,7 @@ void main() /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { - gl_FragColor = vec4(0.0); // doesn't matter + frag_color = vec4(0.0); // doesn't matter return; }*/ @@ -198,19 +200,19 @@ void main() shadow = 1.0; } - gl_FragColor[0] = shadow; - gl_FragColor[1] = 1.0; + frag_color[0] = shadow; + frag_color[1] = 1.0; spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; + //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 6b420833b9..45b8db5adc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -25,7 +25,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif //class 2 -- shadows and SSAO @@ -190,7 +192,7 @@ void main() /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { - gl_FragColor = vec4(0.0); // doesn't matter + frag_color = vec4(0.0); // doesn't matter return; }*/ @@ -259,19 +261,19 @@ void main() shadow = 1.0; } - gl_FragColor[0] = shadow; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + frag_color[0] = shadow; + frag_color[1] = calcAmbientOcclusion(pos, norm); spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; + //frag_color.rgb = pos.xyz; + //frag_color.b = shadow; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 4ab06c6e21..c8d89095d8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif ///////////////////////////////////////////////////////////////////////// @@ -96,7 +98,7 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragColor.rgb = scaleSoftClip(color.rgb); - gl_FragColor.a = alpha1; + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = alpha1; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index c9d96b2cf4..4aece6e032 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor; #endif ///////////////////////////////////////////////////////////////////////// @@ -57,7 +59,7 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragColor.rgb = scaleSoftClip(color.rgb); - gl_FragColor.a = 1.0; + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = 1.0; } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index cd33a19a2a..838e541145 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1742,14 +1742,22 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a texIdx; - F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0); + U8 index = mTextureIndex < 255 ? mTextureIndex : 0; + + F32 val = 0.f; + U8* vp = (U8*) &val; + vp[0] = index; + vp[1] = 0; + vp[2] = 0; + vp[3] = 0; + llassert(index <= LLGLSLShader::sIndexedTextureChannels-1); LLVector4Logical mask; mask.clear(); mask.setElement<3>(); - texIdx.set(0,0,0,index); + texIdx.set(0,0,0,val); { LLFastTimer t(FTM_FACE_POSITION_STORE); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6db2138688..36a402e05e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -416,6 +416,7 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sNoFixedFunction = false; LLVertexBuffer::unbind(); if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") + && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10) && gSavedSettings.getBOOL("VertexShaderEnable")) { //using shaders, disable fixed function @@ -741,7 +742,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); - shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) + { + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + } shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. @@ -758,11 +762,11 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); - S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); + S32 ch = 1; - if (gGLManager.mGLVersion < 3.1f) - { //force to 1 texture index channel for old drivers - ch = 1; + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) + { //use indexed texture rendering for GLSL >= 1.30 + ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } std::vector index_channels; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 6354230796..4d50a920d9 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4714,11 +4714,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: buffer_index = -1; } - S32 texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity + S32 texture_index_channels = 1; - if (gGLManager.mGLVersion < 3.1f) + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) { - texture_index_channels = 1; + texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity; } if (LLPipeline::sRenderDeferred && distance_sort) -- cgit v1.2.3 From d245dad7ddbac36b013c70326ad25eb9247784f6 Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Fri, 10 Feb 2012 18:05:07 -0800 Subject: EXP-1863 : Fix the filtering of cut folders, also fix the move to trash of folders in double cut scenarios --- indra/newview/llfolderview.cpp | 13 ++++++- indra/newview/llinventoryfilter.cpp | 77 +++++++++++++------------------------ indra/newview/llinventoryfilter.h | 5 +-- indra/newview/llinventorypanel.cpp | 3 +- 4 files changed, 42 insertions(+), 56 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llfolderview.cpp b/indra/newview/llfolderview.cpp index 51a5839b75..0abfa9db8e 100644 --- a/indra/newview/llfolderview.cpp +++ b/indra/newview/llfolderview.cpp @@ -1028,7 +1028,18 @@ void LLFolderView::removeCutItems() ++iter) { const LLUUID& item_id = (*iter); - remove_item(&gInventory, item_id); + LLInventoryObject *obj = gInventory.getObject(item_id); + if (obj) + { + if (LLAssetType::AT_CATEGORY == obj->getType()) + { + remove_category(&gInventory, item_id); + } + else + { + remove_item(&gInventory, item_id); + } + } } } diff --git a/indra/newview/llinventoryfilter.cpp b/indra/newview/llinventoryfilter.cpp index 808b7619eb..f3d4667034 100644 --- a/indra/newview/llinventoryfilter.cpp +++ b/indra/newview/llinventoryfilter.cpp @@ -97,13 +97,16 @@ BOOL LLInventoryFilter::check(const LLFolderViewItem* item) } mSubStringMatchOffset = mFilterSubString.size() ? item->getSearchableLabel().find(mFilterSubString) : std::string::npos; + const LLFolderViewEventListener* listener = item->getListener(); const BOOL passed_filtertype = checkAgainstFilterType(item); const BOOL passed_permissions = checkAgainstPermissions(item); const BOOL passed_filterlink = checkAgainstFilterLinks(item); + const BOOL passed_clipboard = (listener ? checkAgainstClipboard(listener->getUUID()) : TRUE); const BOOL passed = (passed_filtertype && passed_permissions && passed_filterlink && + passed_clipboard && (mFilterSubString.size() == 0 || mSubStringMatchOffset != std::string::npos)); return passed; @@ -115,8 +118,10 @@ bool LLInventoryFilter::check(const LLInventoryItem* item) const bool passed_filtertype = checkAgainstFilterType(item); const bool passed_permissions = checkAgainstPermissions(item); + const BOOL passed_clipboard = checkAgainstClipboard(item->getUUID()); const bool passed = (passed_filtertype && passed_permissions && + passed_clipboard && (mFilterSubString.size() == 0 || mSubStringMatchOffset != std::string::npos)); return passed; @@ -145,7 +150,10 @@ bool LLInventoryFilter::checkFolder(const LLFolderViewFolder* folder) return false; } - return true; + // Always check against the clipboard + const BOOL passed_clipboard = checkAgainstClipboard(folder_id); + + return passed_clipboard; } BOOL LLInventoryFilter::checkAgainstFilterType(const LLFolderViewItem* item) const @@ -238,31 +246,6 @@ BOOL LLInventoryFilter::checkAgainstFilterType(const LLFolderViewItem* item) con } } - //////////////////////////////////////////////////////////////////////////////// - // FILTERTYPE_CLIPBOARD - // Pass if this item is not on the clipboard or is not a descendant of a folder - // which is on the clipboard - if (filterTypes & FILTERTYPE_CLIPBOARD) - { - if (LLClipboard::getInstance()->isCutMode()) - { - LLUUID current_id = object_id; - LLInventoryObject *current_object = gInventory.getObject(object_id); - while (current_id.notNull()) - { - if (LLClipboard::getInstance()->isOnClipboard(current_id)) - { - return FALSE; - } - current_id = current_object->getParentUUID(); - if (current_id.notNull()) - { - current_object = gInventory.getObject(current_id); - } - } - } - } - return TRUE; } @@ -323,31 +306,30 @@ bool LLInventoryFilter::checkAgainstFilterType(const LLInventoryItem* item) cons return false; } - //////////////////////////////////////////////////////////////////////////////// - // FILTERTYPE_CLIPBOARD - // Pass if this item is not on the clipboard or is not a descendant of a folder - // which is on the clipboard - if (filterTypes & FILTERTYPE_CLIPBOARD) + return true; +} + +// Items and folders that are on the clipboard or, recursively, in a folder which +// is on the clipboard must be filtered out if the clipboard is in the "cut" mode. +bool LLInventoryFilter::checkAgainstClipboard(const LLUUID& object_id) const +{ + if (LLClipboard::getInstance()->isCutMode()) { - if (LLClipboard::getInstance()->isCutMode()) + LLUUID current_id = object_id; + LLInventoryObject *current_object = gInventory.getObject(object_id); + while (current_id.notNull()) { - LLUUID current_id = object_id; - LLInventoryObject *current_object = gInventory.getObject(object_id); - while (current_id.notNull()) + if (LLClipboard::getInstance()->isOnClipboard(current_id)) { - if (LLClipboard::getInstance()->isOnClipboard(current_id)) - { - return false; - } - current_id = current_object->getParentUUID(); - if (current_id.notNull()) - { - current_object = gInventory.getObject(current_id); - } + return false; + } + current_id = current_object->getParentUUID(); + if (current_id.notNull()) + { + current_object = gInventory.getObject(current_id); } } } - return true; } @@ -501,11 +483,6 @@ void LLInventoryFilter::setFilterEmptySystemFolders() mFilterOps.mFilterTypes |= FILTERTYPE_EMPTYFOLDERS; } -void LLInventoryFilter::setFilterClipboard() -{ - mFilterOps.mFilterTypes |= FILTERTYPE_CLIPBOARD; -} - void LLInventoryFilter::setFilterUUID(const LLUUID& object_id) { if (mFilterOps.mFilterUUID == LLUUID::null) diff --git a/indra/newview/llinventoryfilter.h b/indra/newview/llinventoryfilter.h index fb4f84b139..1ac90788b2 100644 --- a/indra/newview/llinventoryfilter.h +++ b/indra/newview/llinventoryfilter.h @@ -59,8 +59,7 @@ public: FILTERTYPE_UUID = 0x1 << 2, // find the object with UUID and any links to it FILTERTYPE_DATE = 0x1 << 3, // search by date range FILTERTYPE_WEARABLE = 0x1 << 4, // search by wearable type - FILTERTYPE_EMPTYFOLDERS = 0x1 << 5, // pass if folder is not a system folder to be hidden if empty - FILTERTYPE_CLIPBOARD = 0x1 << 6 // pass if item is not on the clipboard + FILTERTYPE_EMPTYFOLDERS = 0x1 << 5 // pass if folder is not a system folder to be hidden if empty }; enum EFilterLink @@ -92,7 +91,6 @@ public: void setFilterUUID(const LLUUID &object_id); void setFilterWearableTypes(U64 types); void setFilterEmptySystemFolders(); - void setFilterClipboard(); void updateFilterTypes(U64 types, U64& current_types); void setFilterSubString(const std::string& string); @@ -125,6 +123,7 @@ public: BOOL checkAgainstPermissions(const LLFolderViewItem* item) const; bool checkAgainstPermissions(const LLInventoryItem* item) const; BOOL checkAgainstFilterLinks(const LLFolderViewItem* item) const; + bool checkAgainstClipboard(const LLUUID& object_id) const; std::string::size_type getStringMatchOffset() const; diff --git a/indra/newview/llinventorypanel.cpp b/indra/newview/llinventorypanel.cpp index 27f97ad26f..4508e7e083 100644 --- a/indra/newview/llinventorypanel.cpp +++ b/indra/newview/llinventorypanel.cpp @@ -248,8 +248,7 @@ void LLInventoryPanel::initFromParams(const LLInventoryPanel::Params& params) getFilter()->setFilterEmptySystemFolders(); } - // hide items that are on the clipboard - getFilter()->setFilterClipboard(); + // keep track of the clipboard state so that we avoid filtering too much mClipboardState = LLClipboard::getInstance()->getState(); // Initialize base class params. -- cgit v1.2.3 From 51a8134f62ff0705ede2534945e808ccbd9d6b7e Mon Sep 17 00:00:00 2001 From: Richard Linden Date: Fri, 10 Feb 2012 20:09:48 -0800 Subject: EXP-1885 FIX Viewer crashes when receiving multiple inventory offer notifications --- indra/newview/llscreenchannel.cpp | 10 +++++++++- indra/newview/lltoast.cpp | 13 ++++++++----- 2 files changed, 17 insertions(+), 6 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llscreenchannel.cpp b/indra/newview/llscreenchannel.cpp index a0f146e506..d340b304ca 100644 --- a/indra/newview/llscreenchannel.cpp +++ b/indra/newview/llscreenchannel.cpp @@ -798,6 +798,7 @@ void LLScreenChannel::showToastsTop() } // Dismiss toasts we don't have space for (STORM-391). + std::vector toasts_to_hide; if(it != mToastList.rend()) { mHiddenToastsNum = 0; @@ -806,10 +807,17 @@ void LLScreenChannel::showToastsTop() LLToast* toast = it->getToast(); if (toast) { - toast->hide(); + toasts_to_hide.push_back(toast); } } } + + for (std::vector::iterator it = toasts_to_hide.begin(), end_it = toasts_to_hide.end(); + it != end_it; + ++it) + { + (*it)->hide(); + } } //-------------------------------------------------------------------------- diff --git a/indra/newview/lltoast.cpp b/indra/newview/lltoast.cpp index cdc611f7af..0eec7f0afd 100644 --- a/indra/newview/lltoast.cpp +++ b/indra/newview/lltoast.cpp @@ -180,11 +180,14 @@ LLToast::~LLToast() //-------------------------------------------------------------------------- void LLToast::hide() { - setVisible(FALSE); - setFading(false); - mTimer->stop(); - mIsHidden = true; - mOnFadeSignal(this); + if (!mIsHidden) + { + setVisible(FALSE); + setFading(false); + mTimer->stop(); + mIsHidden = true; + mOnFadeSignal(this); + } } void LLToast::onFocusLost() -- cgit v1.2.3 From 47425d67fe032804d8a10123cd1a7daf9bff84f7 Mon Sep 17 00:00:00 2001 From: Vadim ProductEngine Date: Mon, 13 Feb 2012 17:12:03 +0200 Subject: EXP-1882 FIXED Crashes when invoking avatar picker from mouse look mode. Fixing the cases missed in EXP-1879. --- indra/newview/llavataractions.cpp | 5 +++++ indra/newview/llfloatergodtools.cpp | 6 +++++- indra/newview/llfloaterland.cpp | 14 ++++++++++++-- indra/newview/llfloaterregioninfo.cpp | 10 ++++++++-- indra/newview/llfloaterreporter.cpp | 6 +++++- indra/newview/llfloatersellland.cpp | 6 +++++- indra/newview/llpanelgroupinvite.cpp | 12 ++++++------ 7 files changed, 46 insertions(+), 13 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llavataractions.cpp b/indra/newview/llavataractions.cpp index 9a7cdcfa21..f618af9536 100755 --- a/indra/newview/llavataractions.cpp +++ b/indra/newview/llavataractions.cpp @@ -738,6 +738,11 @@ void LLAvatarActions::shareWithAvatars() LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show(boost::bind(give_inventory, _1, _2), TRUE, FALSE); + if (!picker) + { + return; + } + picker->setOkBtnEnableCb(boost::bind(is_give_inventory_acceptable)); picker->openFriendsTab(); LLNotificationsUtil::add("ShareNotification"); diff --git a/indra/newview/llfloatergodtools.cpp b/indra/newview/llfloatergodtools.cpp index a34e0353ec..fb905eae11 100644 --- a/indra/newview/llfloatergodtools.cpp +++ b/indra/newview/llfloatergodtools.cpp @@ -1123,8 +1123,12 @@ bool LLPanelObjectTools::callbackSimWideDeletes( const LLSD& notification, const void LLPanelObjectTools::onClickSet() { + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show(boost::bind(&LLPanelObjectTools::callbackAvatarID, this, _1,_2)); // grandparent is a floater, which can have a dependent - gFloaterView->getParentFloater(this)->addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(&LLPanelObjectTools::callbackAvatarID, this, _1,_2))); + if (picker) + { + gFloaterView->getParentFloater(this)->addDependentFloater(picker); + } } void LLPanelObjectTools::onClickSetBySelection(void* data) diff --git a/indra/newview/llfloaterland.cpp b/indra/newview/llfloaterland.cpp index 95da8ff948..ee18c95b34 100644 --- a/indra/newview/llfloaterland.cpp +++ b/indra/newview/llfloaterland.cpp @@ -2739,7 +2739,12 @@ void LLPanelLandAccess::onCommitAny(LLUICtrl *ctrl, void *userdata) void LLPanelLandAccess::onClickAddAccess() { - gFloaterView->getParentFloater(this)->addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(&LLPanelLandAccess::callbackAvatarCBAccess, this, _1)) ); + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show( + boost::bind(&LLPanelLandAccess::callbackAvatarCBAccess, this, _1)); + if (picker) + { + gFloaterView->getParentFloater(this)->addDependentFloater(picker); + } } void LLPanelLandAccess::callbackAvatarCBAccess(const uuid_vec_t& ids) @@ -2783,7 +2788,12 @@ void LLPanelLandAccess::onClickRemoveAccess(void* data) // static void LLPanelLandAccess::onClickAddBanned() { - gFloaterView->getParentFloater(this)->addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(&LLPanelLandAccess::callbackAvatarCBBanned, this, _1))); + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show( + boost::bind(&LLPanelLandAccess::callbackAvatarCBBanned, this, _1)); + if (picker) + { + gFloaterView->getParentFloater(this)->addDependentFloater(picker); + } } // static diff --git a/indra/newview/llfloaterregioninfo.cpp b/indra/newview/llfloaterregioninfo.cpp index 676059779c..1f746ed31a 100644 --- a/indra/newview/llfloaterregioninfo.cpp +++ b/indra/newview/llfloaterregioninfo.cpp @@ -650,7 +650,10 @@ void LLPanelRegionGeneralInfo::onClickKick() // in order to set up floater dependency LLFloater* parent_floater = gFloaterView->getParentFloater(this); LLFloater* child_floater = LLFloaterAvatarPicker::show(boost::bind(&LLPanelRegionGeneralInfo::onKickCommit, this, _1), FALSE, TRUE); - parent_floater->addDependentFloater(child_floater); + if (child_floater) + { + parent_floater->addDependentFloater(child_floater); + } } void LLPanelRegionGeneralInfo::onKickCommit(const uuid_vec_t& ids) @@ -1470,7 +1473,10 @@ void LLPanelEstateInfo::onClickKickUser() // in order to set up floater dependency LLFloater* parent_floater = gFloaterView->getParentFloater(this); LLFloater* child_floater = LLFloaterAvatarPicker::show(boost::bind(&LLPanelEstateInfo::onKickUserCommit, this, _1), FALSE, TRUE); - parent_floater->addDependentFloater(child_floater); + if (child_floater) + { + parent_floater->addDependentFloater(child_floater); + } } void LLPanelEstateInfo::onKickUserCommit(const uuid_vec_t& ids) diff --git a/indra/newview/llfloaterreporter.cpp b/indra/newview/llfloaterreporter.cpp index c08848b1ea..3ec1e372eb 100644 --- a/indra/newview/llfloaterreporter.cpp +++ b/indra/newview/llfloaterreporter.cpp @@ -285,7 +285,11 @@ void LLFloaterReporter::getObjectInfo(const LLUUID& object_id) void LLFloaterReporter::onClickSelectAbuser() { - gFloaterView->getParentFloater(this)->addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(&LLFloaterReporter::callbackAvatarID, this, _1, _2), FALSE, TRUE )); + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show(boost::bind(&LLFloaterReporter::callbackAvatarID, this, _1, _2), FALSE, TRUE ); + if (picker) + { + gFloaterView->getParentFloater(this)->addDependentFloater(picker); + } } void LLFloaterReporter::callbackAvatarID(const uuid_vec_t& ids, const std::vector names) diff --git a/indra/newview/llfloatersellland.cpp b/indra/newview/llfloatersellland.cpp index 3434841d09..64c0dfa023 100644 --- a/indra/newview/llfloatersellland.cpp +++ b/indra/newview/llfloatersellland.cpp @@ -392,8 +392,12 @@ void LLFloaterSellLandUI::onChangeValue(LLUICtrl *ctrl, void *userdata) void LLFloaterSellLandUI::doSelectAgent() { + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show(boost::bind(&LLFloaterSellLandUI::callbackAvatarPick, this, _1, _2), FALSE, TRUE); // grandparent is a floater, in order to set up dependency - addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(&LLFloaterSellLandUI::callbackAvatarPick, this, _1, _2), FALSE, TRUE)); + if (picker) + { + addDependentFloater(picker); + } } void LLFloaterSellLandUI::callbackAvatarPick(const uuid_vec_t& ids, const std::vector names) diff --git a/indra/newview/llpanelgroupinvite.cpp b/indra/newview/llpanelgroupinvite.cpp index ca48e8561b..7a15d93181 100644 --- a/indra/newview/llpanelgroupinvite.cpp +++ b/indra/newview/llpanelgroupinvite.cpp @@ -289,12 +289,12 @@ void LLPanelGroupInvite::impl::callbackClickAdd(void* userdata) //Soon the avatar picker will be embedded into this panel //instead of being it's own separate floater. But that is next week. //This will do for now. -jwolk May 10, 2006 - LLFloater* parentp; - - parentp = gFloaterView->getParentFloater(panelp); - parentp->addDependentFloater(LLFloaterAvatarPicker::show(boost::bind(impl::callbackAddUsers, _1, - panelp->mImplementation), - TRUE)); + LLFloaterAvatarPicker* picker = LLFloaterAvatarPicker::show( + boost::bind(impl::callbackAddUsers, _1, panelp->mImplementation), TRUE); + if (picker) + { + gFloaterView->getParentFloater(panelp)->addDependentFloater(picker); + } } } -- cgit v1.2.3 From 632c8c138c94fae24729ef75ac29967cd4758eb3 Mon Sep 17 00:00:00 2001 From: Merov Linden Date: Mon, 13 Feb 2012 10:09:33 -0800 Subject: EXP-1863 : Add comment and dead code cleanup --- indra/newview/llinventorybridge.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index 1fa6820d2d..eb0f9803b0 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -1778,9 +1778,9 @@ BOOL LLFolderBridge::isUpToDate() const BOOL LLFolderBridge::isItemCopyable() const { + // Folders are always copyable as they have no permissions attached to them as items. + // The story is different of course for items within folders. return TRUE; - // Can copy folders to paste-as-link, but not for straight paste. - //return gSavedSettings.getBOOL("InventoryLinking"); } BOOL LLFolderBridge::isClipboardPasteable() const -- cgit v1.2.3 From 76a27f5100666739aae53c0988318a6dae647666 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 13 Feb 2012 13:55:51 -0600 Subject: SH-2964 Fix for shader compilation error on some older NVIDIA cards. --- .../newview/app_settings/shaders/class1/objects/indexedTextureV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index a0f513d73d..7c0699d72f 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 uvec4 texture_index; +ATTRIBUTE ivec4 texture_index; -VARYING_FLAT uvec4 vary_texture_index; +VARYING_FLAT ivec4 vary_texture_index; void passTextureIndex() { -- cgit v1.2.3 From 001e32074d4fbc5d115c9a2fa1cb5de4b5932731 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 13 Feb 2012 15:32:15 -0600 Subject: SH-2908 More linux build fixes. --- indra/newview/pipeline.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c8a8b910ea..ce3a4893bf 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6643,8 +6643,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) mDeferredLight.flush(); } - U32 dof_width = mScreen.getWidth()*CameraDoFResScale; - U32 dof_height = mScreen.getHeight()*CameraDoFResScale; + U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); + U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale); { //perform DoF sampling at half-res (preserve alpha channel) mScreen.bindTarget(); -- cgit v1.2.3 From 03c002641ed1720f07a8c704219abd704a369043 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 13 Feb 2012 15:43:47 -0800 Subject: EXP-1888 FIX -- Update text for emtpy Received Items folder in the Viewer --- indra/newview/skins/default/xui/en/sidepanel_inventory.xml | 2 +- indra/newview/skins/default/xui/en/strings.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/en/sidepanel_inventory.xml b/indra/newview/skins/default/xui/en/sidepanel_inventory.xml index fcba937bdb..29aa6d1039 100644 --- a/indra/newview/skins/default/xui/en/sidepanel_inventory.xml +++ b/indra/newview/skins/default/xui/en/sidepanel_inventory.xml @@ -112,7 +112,7 @@ bg_opaque_color="InventoryBackgroundColor" background_visible="true" background_opaque="true" - tool_tip="Drag and drop items to your inventory to manage and use them" + tool_tip="Drag and drop items to your inventory to use them" > Didn't find what you're looking for? Try [secondlife:///app/search/places/[SEARCH_TERM] Search]. Drag a landmark here to add it to your favorites. You do not have a copy of this texture in your inventory - Certain items you receive, such as premium gifts, will appear here. You may then drag them into your inventory. + Certain items you receive, such as Marketplace purchases and objects shared with you in world, will appear here. You may then drag them into your inventory to use them. https://marketplace.[MARKETPLACE_DOMAIN_NAME]/ http://community.secondlife.com/t5/English-Knowledge-Base/Selling-in-the-Marketplace/ta-p/700193#Section_.4 https://marketplace.[MARKETPLACE_DOMAIN_NAME]/merchants/store/dashboard -- cgit v1.2.3 From 7206160fb5d1e8ef2e7fa4d037f34ba1633b0981 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 13 Feb 2012 19:13:22 -0600 Subject: SH-2973 Potential fix for crash in ~LLVOAvatarSelf --- indra/newview/llappviewer.cpp | 2 ++ indra/newview/lldriverparam.cpp | 2 +- indra/newview/llvoavatarself.cpp | 5 +++-- indra/newview/llvoavatarself.h | 2 +- indra/newview/llwearable.cpp | 2 +- 5 files changed, 8 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 49fbdbf1df..3a257e1f1c 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -1769,6 +1769,8 @@ bool LLAppViewer::cleanup() LLAvatarIconIDCache::getInstance()->save(); + gAgentAvatarp = NULL; + LLViewerMedia::saveCookieFile(); // Stop the plugin read thread if it's running. diff --git a/indra/newview/lldriverparam.cpp b/indra/newview/lldriverparam.cpp index 8f47d3c5e5..64eb11fc9b 100644 --- a/indra/newview/lldriverparam.cpp +++ b/indra/newview/lldriverparam.cpp @@ -139,7 +139,7 @@ void LLDriverParamInfo::toStream(std::ostream &out) } else { - llwarns << "could not get parameter " << driven.mDrivenID << " from avatar " << gAgentAvatarp << " for driver parameter " << getID() << llendl; + llwarns << "could not get parameter " << driven.mDrivenID << " from avatar " << gAgentAvatarp.get() << " for driver parameter " << getID() << llendl; } out << std::endl; } diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index f1df67494f..e525d6bad0 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -66,10 +66,11 @@ #include -LLVOAvatarSelf *gAgentAvatarp = NULL; +LLPointer gAgentAvatarp = NULL; + BOOL isAgentAvatarValid() { - return (gAgentAvatarp && + return (gAgentAvatarp.notNull() && (gAgentAvatarp->getRegion() != NULL) && (!gAgentAvatarp->isDead())); } diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h index 54dbe81993..655fb3a012 100644 --- a/indra/newview/llvoavatarself.h +++ b/indra/newview/llvoavatarself.h @@ -383,7 +383,7 @@ private: }; -extern LLVOAvatarSelf *gAgentAvatarp; +extern LLPointer gAgentAvatarp; BOOL isAgentAvatarValid(); diff --git a/indra/newview/llwearable.cpp b/indra/newview/llwearable.cpp index d8aa0b7d5c..0f7f63061b 100644 --- a/indra/newview/llwearable.cpp +++ b/indra/newview/llwearable.cpp @@ -221,7 +221,7 @@ void LLWearable::createVisualParams() param->resetDrivenParams(); if(!param->linkDrivenParams(boost::bind(wearable_function,(LLWearable*)this, _1), false)) { - if( !param->linkDrivenParams(boost::bind(avatar_function,gAgentAvatarp,_1 ), true)) + if( !param->linkDrivenParams(boost::bind(avatar_function,gAgentAvatarp.get(),_1 ), true)) { llwarns << "could not link driven params for wearable " << getName() << " id: " << param->getID() << llendl; continue; -- cgit v1.2.3 From ca179444a1fb56bb42896c735b23906460c40d88 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 13 Feb 2012 19:13:22 -0600 Subject: SH-2973 Potential fix for crash in ~LLVOAvatarSelf --- indra/newview/llappviewer.cpp | 2 ++ indra/newview/lldriverparam.cpp | 2 +- indra/newview/llvoavatarself.cpp | 5 +++-- indra/newview/llvoavatarself.h | 2 +- indra/newview/llwearable.cpp | 2 +- 5 files changed, 8 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 49fbdbf1df..3a257e1f1c 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -1769,6 +1769,8 @@ bool LLAppViewer::cleanup() LLAvatarIconIDCache::getInstance()->save(); + gAgentAvatarp = NULL; + LLViewerMedia::saveCookieFile(); // Stop the plugin read thread if it's running. diff --git a/indra/newview/lldriverparam.cpp b/indra/newview/lldriverparam.cpp index 8f47d3c5e5..64eb11fc9b 100644 --- a/indra/newview/lldriverparam.cpp +++ b/indra/newview/lldriverparam.cpp @@ -139,7 +139,7 @@ void LLDriverParamInfo::toStream(std::ostream &out) } else { - llwarns << "could not get parameter " << driven.mDrivenID << " from avatar " << gAgentAvatarp << " for driver parameter " << getID() << llendl; + llwarns << "could not get parameter " << driven.mDrivenID << " from avatar " << gAgentAvatarp.get() << " for driver parameter " << getID() << llendl; } out << std::endl; } diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index f1df67494f..e525d6bad0 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -66,10 +66,11 @@ #include -LLVOAvatarSelf *gAgentAvatarp = NULL; +LLPointer gAgentAvatarp = NULL; + BOOL isAgentAvatarValid() { - return (gAgentAvatarp && + return (gAgentAvatarp.notNull() && (gAgentAvatarp->getRegion() != NULL) && (!gAgentAvatarp->isDead())); } diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h index 54dbe81993..655fb3a012 100644 --- a/indra/newview/llvoavatarself.h +++ b/indra/newview/llvoavatarself.h @@ -383,7 +383,7 @@ private: }; -extern LLVOAvatarSelf *gAgentAvatarp; +extern LLPointer gAgentAvatarp; BOOL isAgentAvatarValid(); diff --git a/indra/newview/llwearable.cpp b/indra/newview/llwearable.cpp index d8aa0b7d5c..0f7f63061b 100644 --- a/indra/newview/llwearable.cpp +++ b/indra/newview/llwearable.cpp @@ -221,7 +221,7 @@ void LLWearable::createVisualParams() param->resetDrivenParams(); if(!param->linkDrivenParams(boost::bind(wearable_function,(LLWearable*)this, _1), false)) { - if( !param->linkDrivenParams(boost::bind(avatar_function,gAgentAvatarp,_1 ), true)) + if( !param->linkDrivenParams(boost::bind(avatar_function,gAgentAvatarp.get(),_1 ), true)) { llwarns << "could not link driven params for wearable " << getName() << " id: " << param->getID() << llendl; continue; -- cgit v1.2.3 From 60fa5c3d4e23967d1ecd1e5189685ca94223cfb4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 13 Feb 2012 19:53:39 -0600 Subject: SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile. --- indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 2 +- .../app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/cofF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 2 +- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl | 2 +- indra/newview/app_settings/shaders/class1/effects/glowF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/terrainF.glsl | 2 +- .../newview/app_settings/shaders/class1/environment/terrainWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/debugF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl | 2 +- .../newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/highlightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl | 2 +- .../app_settings/shaders/class1/interface/onetexturenocolorF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl | 2 +- .../app_settings/shaders/class1/interface/splattexturerectF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl | 2 +- indra/newview/app_settings/shaders/class1/interface/uiF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl | 2 +- .../newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightNonIndexedF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightShinyWaterF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl | 2 +- .../class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 2 +- .../shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl | 2 +- .../newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl | 2 +- .../newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl | 2 +- .../shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl | 2 +- .../shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 2 +- .../app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl | 2 +- indra/newview/app_settings/shaders/class1/objects/impostorF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 2 +- .../newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | 2 +- .../app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.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 +- indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/skyF.glsl | 2 +- 79 files changed, 79 insertions(+), 79 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 54e2f04459..7a35905280 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 37fd63b7d5..73f05a5dd4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 14ac9f1f78..bfbd30a455 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index 654e272b06..dae1131bbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index b88041490a..92e3f7f388 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -25,7 +25,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 594ed778e3..3686f2f647 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index a08b018702..f400eb7a5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 3fcfbf55c4..ccbc3c557c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index f05ea557e3..a425e5062e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index ebe9a66bb4..6aa4d7b4ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif vec3 fullbrightAtmosTransport(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 616ffca2d1..36433a5827 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 76b1748813..d93e897029 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif #define FXAA_PC 1 diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 31da124cb1..dcf474824d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -28,7 +28,7 @@ uniform sampler2DRect diffuseMap; #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 40dd363061..75de47614c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif //class 1 -- no shadows diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 32881ef042..62cfa5c316 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D alphaMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 619b7bcd03..a5e04fba57 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index e7b2174280..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index ed2352b51f..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 18550b2e12..96f9628424 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 7d75b50aa2..cf8cf8364a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 3eb733aa51..7e55fdc12a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 post_pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 70b0f6fbd0..b5501c2820 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index d3d6a155f0..7ed8ed3370 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -29,7 +29,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index aa29be09a1..5ca817aff6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -30,7 +30,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 9bee632472..7fa666a739 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif //class 1 -- no shadow, SSAO only diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 6be66a402f..d4d2f5f571 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 952706841d..0f5eb288fd 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 289c5b367f..c1f6af9f57 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 51efdd4b39..668a710c04 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index d9b5c5f7f5..a956562396 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 32459eff6a..0d8dab0a41 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 0cde7d0133..79bffab745 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif vec3 scaleSoftClip(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index e8b8513bd1..f520f301d9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index b990ce9f03..a96d04cc39 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index ad05f17a30..67c6baddbb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index 7e4515db40..ed803de277 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 5a5894523d..59520bb99f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index d1d140d2a6..6cc9bbbea2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index a18a3cdb50..db130e456c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index bfaa4774d9..415181126b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D tex0; diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index 5d7edf33a9..67dc500493 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D tex0; diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index 7a28ca847a..772bb374e8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect screenMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index 73a5839028..95679e93e7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D tex0; diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 8fac2862b1..299bfb72aa 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index aabff3196a..cf29939cb2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 6e6aec8532..4070d41f47 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index f9a3eb8d90..d6ebfcb825 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index a3eb133133..6c34643aab 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 222c6bbf0e..2ff7f795b0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 441fcd0d7a..f4477bd29a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl index 7020fbc72b..2738ff8947 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 889a3e48ba..777c8b45bb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl index f0727c377b..4fa3b1d939 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index aac13462b3..58984a4263 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -25,7 +25,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index 4f57b7a9f5..a39b7205d7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -25,7 +25,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 6c277cddc1..99a6fe85fe 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 5c4bedefcc..df182168f3 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index df07071236..63f92a8844 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl index 91208bc56a..0e68091e7c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index 1a0473b9e2..0aca768021 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index a24d8d4ecd..52e3b2ad02 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl index 16f64633ac..474d5ea496 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index cf78149733..d2a4c47aac 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl index 97531fd937..f3bd662364 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 4fcdad09fc..b68240ba0d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index d235ed2491..da3b20012d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index c295579028..00609e93cd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl index 5a5cc2c821..13ecb7a636 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 6358fdfeae..add437d144 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform float minimum_alpha; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 373a6c157b..e5edb482a9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 04460ea7c0..c467e6c5cb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRectShadow shadowMap0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index c50145f753..8aaf87a1b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRectShadow shadowMap0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 7d78a888a5..f7f1f649ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f73163898e..61a7f1e32f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 7cc621b1f6..99a277fbfc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index a92a9fc8e8..a40b29d2c4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -28,7 +28,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif //class 2, shadows, no SSAO diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 45b8db5adc..774f70262a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -27,7 +27,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif //class 2 -- shadows and SSAO diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index c8d89095d8..96c70651b1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 4aece6e032..e2a2367626 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -26,7 +26,7 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor; +#define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// -- cgit v1.2.3 From 7bb8373d7cb746af8814e09373ed89c332e14619 Mon Sep 17 00:00:00 2001 From: paulgproductengine Date: Tue, 14 Feb 2012 20:08:10 +0200 Subject: EXP-1546 FIXED (received items - purchasing some bodyparts and clothing from a prim marked for sale show wrong inventory icons) - In buy floater, for multiple WEARABLES inventory items show corresponding wearable icons --- indra/newview/llfloaterbuycontents.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview') diff --git a/indra/newview/llfloaterbuycontents.cpp b/indra/newview/llfloaterbuycontents.cpp index a7388d21a3..bca4b5e447 100644 --- a/indra/newview/llfloaterbuycontents.cpp +++ b/indra/newview/llfloaterbuycontents.cpp @@ -210,7 +210,9 @@ void LLFloaterBuyContents::inventoryChanged(LLViewerObject* obj, LLSD row; BOOL item_is_multi = FALSE; - if ( inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED ) + if ((inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED + || inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_OBJECT_HAS_MULTIPLE_ITEMS) + && !(inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_WEARABLES_MASK)) { item_is_multi = TRUE; } -- cgit v1.2.3 From d660d1ad65614068e6134ad83c4beca46415165f Mon Sep 17 00:00:00 2001 From: paulgproductengine Date: Tue, 14 Feb 2012 20:13:26 +0200 Subject: EXP-1890 FIXED (The "Shop" button is partially not clickable) - Adjusted width of the panel which contains the shop button --- indra/newview/skins/default/xui/de/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/en/panel_status_bar.xml | 4 ++-- indra/newview/skins/default/xui/es/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/fr/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/it/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/ja/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/pt/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/ru/panel_status_bar.xml | 2 +- indra/newview/skins/default/xui/tr/panel_status_bar.xml | 2 +- 9 files changed, 10 insertions(+), 10 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/skins/default/xui/de/panel_status_bar.xml b/indra/newview/skins/default/xui/de/panel_status_bar.xml index 2493d60df6..14ace0ac3a 100644 --- a/indra/newview/skins/default/xui/de/panel_status_bar.xml +++ b/indra/newview/skins/default/xui/de/panel_status_bar.xml @@ -15,7 +15,7 @@ [AMT] L$ - + @@ -107,7 +107,7 @@ layout="topleft" left="335" name="btn_restore_defaults" - top="285" + top="330" width="130"> diff --git a/indra/newview/skins/default/xui/en/floater_ui_preview.xml b/indra/newview/skins/default/xui/en/floater_ui_preview.xml index 3921cfcd2c..06d4327293 100644 --- a/indra/newview/skins/default/xui/en/floater_ui_preview.xml +++ b/indra/newview/skins/default/xui/en/floater_ui_preview.xml @@ -22,6 +22,7 @@ or specifying its path in the "Editor Path" field. layout="topleft" left="0" mouse_opaque="false" + default_tab_group="1" name="main_panel" right="750" top="0"> @@ -196,6 +197,7 @@ or specifying its path in the "Editor Path" field. left="10" name="name_list" right="-10" + tab_group="1" search_column="1" top="80"> - + diff --git a/indra/newview/skins/default/xui/en/floater_test_layout_stacks.xml b/indra/newview/skins/default/xui/en/floater_test_layout_stacks.xml index f95f21e63a..a04050e7eb 100644 --- a/indra/newview/skins/default/xui/en/floater_test_layout_stacks.xml +++ b/indra/newview/skins/default/xui/en/floater_test_layout_stacks.xml @@ -26,6 +26,26 @@ background_visible="true"> flex + + flex + + + flex + + + +this +is +some +text +that +is +top +aligned + +this +is +some +text +that +is +center +aligned + +this +is +some +text +that +is +bottom +aligned + +this +is +some +text +that +is +top +aligned + + +this +is +some +text +that +is +center +aligned + + +this +is +some +text +that +is +bottom +aligned + + diff --git a/indra/newview/skins/default/xui/en/floater_test_textbox.xml b/indra/newview/skins/default/xui/en/floater_test_textbox.xml index 2df9bb35fe..1d31fbd6dc 100644 --- a/indra/newview/skins/default/xui/en/floater_test_textbox.xml +++ b/indra/newview/skins/default/xui/en/floater_test_textbox.xml @@ -8,21 +8,7 @@ help_topic="floater_test_textbox" translate="false" width="800"> - - First line of multiple lines -Second line of multiple lines -Third line of multiple lines -Fourth line of multiple lines -Fifth line of multiple lines - - - + Screen + + + Local + + + World + + + Reference + + + Attachment + + Drag colored bands to rotate object @@ -312,20 +332,48 @@ top_pad="0" name="checkbox snap to grid" width="134" /> - +