From 67af268b785e8a47d7db10aa3a566c269b0f16e3 Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Wed, 17 Apr 2013 01:51:39 -0500
Subject: NORSPEC-90 Alpha pool hookups for materials.

---
 indra/llprimitive/llmaterial.h                     |   5 +-
 .../shaders/class1/deferred/materialF.glsl         | 538 ++++++++++++++++++++-
 .../shaders/class1/deferred/materialV.glsl         |  25 +-
 .../shaders/class1/deferred/softenLightF.glsl      |   3 +-
 .../shaders/class2/deferred/alphaF.glsl            |  15 +-
 indra/newview/lldrawpoolalpha.cpp                  |  47 +-
 indra/newview/lldrawpoolavatar.cpp                 |  84 +++-
 indra/newview/lldrawpoolavatar.h                   |   4 +-
 indra/newview/llviewershadermgr.cpp                |  85 ++--
 9 files changed, 721 insertions(+), 85 deletions(-)

(limited to 'indra')

diff --git a/indra/llprimitive/llmaterial.h b/indra/llprimitive/llmaterial.h
index c2e49985a4..3145891393 100644
--- a/indra/llprimitive/llmaterial.h
+++ b/indra/llprimitive/llmaterial.h
@@ -49,8 +49,11 @@ public:
 
 	typedef enum
 	{
-		SHADER_COUNT = 16
+		SHADER_COUNT = 16,
+		ALPHA_SHADER_COUNT = 4
 	} eShaderCount;
+
+	
 	
 	static const U8			DEFAULT_SPECULAR_LIGHT_EXPONENT = ((U8)(0.2f * 255));
 	static const LLColor4U	DEFAULT_SPECULAR_LIGHT_COLOR;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 35b176b457..79a06bed2c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -29,11 +29,362 @@
 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3
 
 
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+
+#if HAS_SUN_SHADOW
+
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 shadow_res;
+uniform float shadow_bias;
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias;
+		
+	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+	
+	float cs = shadow2D(shadowMap, stc.xyz).x;
+	float shadow = cs;
+	
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+                       
+    return shadow*0.2;
+}
+
+#endif
+
+uniform samplerCube environmentMap;
+uniform sampler2D	  lightFunc;
+
+// 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 float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform mat3 env_mat;
+uniform mat3 ssao_effect_mat;
+
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
+
+VARYING vec3 vary_position;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8]; 
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+	float a = pow(max(dot(n,l),0.0), 0.7);
+	return vec3(a,a,a);
+}
+
+
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+	//get light vector
+	vec3 lv = lp.xyz-v;
+	
+	//get distance
+	float d = dot(lv,lv);
+	
+	float da = 1.0;
+
+	vec3 col = vec3(0,0,0);
+
+	if (d > 0.0 && la > 0.0 && fa > 0.0)
+	{
+		//normalize light vector
+		lv = normalize(lv);
+	
+		//distance attenuation
+		float dist2 = d/la;
+		float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+		// spotlight coefficient.
+		float spot = max(dot(-ln, lv), is_pointlight);
+		da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+		//angular attenuation
+		da *= max(dot(n, lv), 0.0);		
+		
+		float lit = max(da * dist_atten, 0.0);
+	
+		lit = pow(lit, 0.7);
+
+		col = light_col*lit*diffuse;
+
+		if (spec.a > 0.0)
+		{
+			//vec3 ref = dot(pos+lv, norm);
+			vec3 h = normalize(lv+npos);
+			float nh = dot(n, h);
+			float nv = dot(n, npos);
+			float vh = dot(npos, h);
+			float sa = nh;
+			float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+			float gtdenom = 2 * nh;
+			float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+								
+			if (nh > 0.0)
+			{
+				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+				col += lit*scol*light_col.rgb*spec.rgb;
+				//col += spec.rgb;
+			}
+		}
+	}
+
+	return max(col, vec3(0.0,0.0,0.0));	
+
+}
+
+vec3 decode_normal (vec2 enc)
+{
+    vec2 fenc = enc*4-2;
+    float f = dot(fenc,fenc);
+    float g = sqrt(1-f/4);
+    vec3 n;
+    n.xy = fenc*g;
+    n.z = 1-f/2;
+    return n;
+}
+
+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);
+	
+	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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+		//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);
+	blue_weight = blue_density / temp1;
+	haze_weight = vec4(haze_density) / 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;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+	//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 * 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) + tmpAmbient)
+	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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;
+}
+
+#else
 #ifdef DEFINE_GL_FRAGCOLOR
 out vec4 frag_data[3];
 #else
 #define frag_data gl_FragData
 #endif
+#endif
 
 uniform sampler2D diffuseMap;
 
@@ -74,11 +425,11 @@ vec2 encode_normal(vec3 n)
 
 void main() 
 {
-	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
-	col.rgb *= vertex_color.rgb;
+	vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+	diffcol.rgb *= vertex_color.rgb;
 
 #if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
-	if (col.a < minimum_alpha)
+	if (diffcol.a < minimum_alpha)
 	{
 		discard;
 	}
@@ -103,7 +454,7 @@ void main()
 	vec3 tnorm = vary_normal;
 #endif
 
-	vec4 final_color = col;
+	vec4 final_color = diffcol;
 	
 #if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
 	final_color.a = 0;
@@ -121,7 +472,186 @@ void main()
 	final_specular.a = specular_color.a;
 #endif
 	
+
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+	{
+		//forward rendering, output just lit RGBA
+	vec3 pos = vary_position;
+
+#if HAS_SUN_SHADOW
+	float shadow = 0.0;
+	
+	vec4 spos = vec4(pos,1.0);
+		
+	if (spos.z > -shadow_clip.w)
+	{	
+		vec4 lpos;
+		
+		vec4 near_split = shadow_clip*-0.75;
+		vec4 far_split = shadow_clip*-1.25;
+		vec4 transition_domain = near_split-far_split;
+		float weight = 0.0;
+
+		if (spos.z < near_split.z)
+		{
+			lpos = shadow_matrix[3]*spos;
+			
+			float w = 1.0;
+			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+			shadow += pcfShadow(shadowMap3, lpos)*w;
+			weight += w;
+			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+		}
+
+		if (spos.z < near_split.y && spos.z > far_split.z)
+		{
+			lpos = shadow_matrix[2]*spos;
+			
+			float w = 1.0;
+			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+			shadow += pcfShadow(shadowMap2, lpos)*w;
+			weight += w;
+		}
+
+		if (spos.z < near_split.x && spos.z > far_split.y)
+		{
+			lpos = shadow_matrix[1]*spos;
+			
+			float w = 1.0;
+			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+			shadow += pcfShadow(shadowMap1, lpos)*w;
+			weight += w;
+		}
+
+		if (spos.z > far_split.x)
+		{
+			lpos = shadow_matrix[0]*spos;
+							
+			float w = 1.0;
+			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+				
+			shadow += pcfShadow(shadowMap0, lpos)*w;
+			weight += w;
+		}
+		
+
+		shadow /= weight;
+	}
+	else
+	{
+		shadow = 1.0;
+	}
+#else
+	float shadow = 1.0;
+#endif
+
+		vec4 diffuse = final_color;
+		vec3 norm = normalize(tnorm);
+		vec4 spec = final_specular;
+		float envIntensity = final_normal.z;
+
+		vec3 col;
+		float bloom = 0.0;
+		{
+			calcAtmospherics(pos.xyz, 1.0);
+	
+			float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+
+			da = pow(da, 0.7);
+
+			col = atmosAmbient(vec3(0));
+			col += atmosAffectDirectionalLight(max(min(da, shadow), 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, sun_dir.xyz);
+				vec3 dumbshiny = vary_SunlitColor*shadow*(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) / 6;
+				col += spec_contrib;
+
+				//add environmentmap
+				vec3 env_vec = env_mat * refnormpersp;
+				col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, 
+					max(envIntensity-diffuse.a*2.0, 0.0));
+			}
+	
+			col = atmosLighting(col);
+			col = scaleSoftClip(col);
+
+			//col = mix(col.rgb, diffuse.rgb, diffuse.a);
+		}
+	
+		vec3 light_col = vec3(0,0,0);
+
+		vec3 npos = normalize(-pos.xyz);
+
+		
+		/*vec3 calcPointLightOrSpotLight(
+			vec3 light_col, 
+			vec3 npos, 
+			vec3 diffuse, 
+			vec4 spec, 
+			vec3 v, 
+			vec3 n, 
+			vec4 lp, 
+			vec3 ln, 
+			float la, 
+			float fa, 
+			float is_pointlight)
+
+		*/
+
+	/*
+#ifdef MAC_GEFORCE_HACK
+ #define LIGHT_LOOP(i) \
+		light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
+		LIGHT_LOOP(1)
+		LIGHT_LOOP(2)
+		LIGHT_LOOP(3)
+		LIGHT_LOOP(4)
+		LIGHT_LOOP(5)
+		LIGHT_LOOP(6)
+		LIGHT_LOOP(7)
+#else*/
+	for (int i = 2; i < 8; i++)
+	{
+		light_col += calcPointLightOrSpotLight(
+			light_diffuse[i].rgb, 
+			npos, 
+			diffuse.rgb, 
+			final_specular, 
+			pos.xyz, 
+			norm, 
+			light_position[i], 
+			light_direction[i], 
+			light_attenuation[i].x, 
+			light_attenuation[i].y, 
+			light_attenuation[i].z);
+	}
+//#endif
+
+		col += light_col;
+		frag_color.rgb = col;
+		
+	}
+
+
+	frag_color.a = diffcol.a*vertex_color.a;
+
+#else
 	frag_data[0] = final_color;
 	frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
 	frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity.
+#endif
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 6475d8d003..f578795abe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -23,6 +23,11 @@
  * $/LicenseInfo$
  */
 
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
 #if HAS_SKIN
 uniform mat4 modelview_matrix;
 uniform mat4 projection_matrix;
@@ -32,8 +37,16 @@ uniform mat3 normal_matrix;
 uniform mat4 modelview_projection_matrix;
 #endif
 
-uniform mat4 texture_matrix0;
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if !HAS_SKIN
+uniform mat4 modelview_matrix;
+#endif
 
+VARYING vec3 vary_position;
+
+#endif
+
+uniform mat4 texture_matrix0;
 
 ATTRIBUTE vec3 position;
 ATTRIBUTE vec4 diffuse_color;
@@ -71,6 +84,10 @@ void main()
 
 	vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
 
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+	vary_position = pos;
+#endif
+
 	gl_Position = projection_matrix*vec4(pos,1.0);
 
 #else
@@ -116,4 +133,10 @@ vary_normal  = n;
 #endif //HAS_SKIN
 	
 	vertex_color = diffuse_color;
+
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if !HAS_SKIN
+	vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+#endif
+#endif
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 63c819f941..d2b4da89ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -339,5 +339,6 @@ void main()
 
 	frag_color.rgb = col;
 
-	frag_color.a = bloom;
+	//frag_color.a = bloom;
+	frag_color.a = 0.0;
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 486e806434..111e88c6e9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0;
 uniform sampler2DShadow shadowMap1;
 uniform sampler2DShadow shadowMap2;
 uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
 
 #if INDEX_MODE != INDEXED
 uniform sampler2D diffuseMap;
@@ -77,10 +76,6 @@ uniform vec3 light_direction[8];
 uniform vec3 light_attenuation[8]; 
 uniform vec3 light_diffuse[8];
 
-uniform sampler2D bumpMap;
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
-
 uniform vec4 specular_color;
 
 vec3 calcDirectionalLight(vec3 n, vec3 l)
@@ -210,7 +205,6 @@ void main()
 	}
 
 #if INDEX_MODE == INDEXED
-	
 	vec4 diff = diffuseLookup(vary_texcoord0.xy);
 #else
 	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@@ -223,11 +217,7 @@ void main()
 #endif
 
 	vec3 normal = vary_norm;
-	normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
-	normal = vec3(dot(normal.xyz, vary_rotation[0]),
-				dot(normal.xyz, vary_rotation[1]),
-				dot(normal.xyz, vary_rotation[2]));
-
+	
 	vec3 l = light_position[0].xyz;
 	vec3 dlight = calcDirectionalLight(normal, l);
 	     dlight = dlight * vary_directional.rgb * vary_pointlight_col;
@@ -260,6 +250,7 @@ void main()
 
 	color.rgb += diff.rgb * vary_pointlight_col * light_col;
 
-	frag_color = color;
+	frag_color = vec4(1,0,1,1);
+	//frag_color = color;
 }
 
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 31b84bb258..3ce2d4fb1c 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -441,6 +441,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 
 				LLRenderPass::applyModelMatrix(params);
 				
+				LLMaterial* mat = NULL;
+
+				if (deferred_render && !LLPipeline::sUnderWaterRender)
+				{
+					mat = params.mMaterial;
+				}
+
 				if (params.mFullbright)
 				{
 					// Turn off lighting if it hasn't already been so.
@@ -473,10 +480,30 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 					light_enabled = TRUE;
 				}
 
-				// If we need shaders, and we're not ALREADY using the proper shader, then bind it
-				// (this way we won't rebind shaders unnecessarily).
-				if(use_shaders && (current_shader != target_shader))
+				if (!params.mFullbright && deferred_render && mat)
+				{
+					U32 mask = mat->getShaderMask();
+
+					llassert(mask < LLMaterial::SHADER_COUNT);
+					target_shader = &(gDeferredMaterialProgram[mask]);
+
+					if (current_shader != target_shader)
+					{
+						gPipeline.bindDeferredShader(*target_shader);
+					}
+				}
+				else if (!params.mFullbright)
+				{
+					target_shader = simple_shader;
+				}
+				else
 				{
+					target_shader = fullbright_shader;
+				}
+				
+				if(use_shaders && (current_shader != target_shader))
+				{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
+				// (this way we won't rebind shaders unnecessarily).
 					llassert(target_shader != NULL);
 					current_shader = target_shader;
 					current_shader->bind();
@@ -487,7 +514,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 					current_shader = NULL;
 				}
 				
-				if (params.mMaterial.notNull() && current_shader == simple_shader)
+				if (mat && !params.mFullbright)
 				{
 					// I apologize in advance for not giving this its own shader.
 					// We have a material.  Supply the appropriate data here.
@@ -549,12 +576,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 						}
 					}
 				}
-				else
+				else  
 				{ //not batching textures or batch has only 1 texture -- might need a texture matrix
 					if (params.mTexture.notNull())
 					{
 						params.mTexture->addTextureStats(params.mVSize);
-						gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
+						if (use_shaders && mat)
+						{
+							current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture);
+						}
+						else
+						{
+							gGL.getTexUnit(0)->bind(params.mTexture, TRUE);
+						}
+						
 						if (params.mTextureMatrix)
 						{
 							tex_setup = true;
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 0ceb7c6c45..0518c3ac79 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -230,7 +230,7 @@ void LLDrawPoolAvatar::renderDeferred(S32 pass)
 
 S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
 {
-	return 6;
+	return 10;
 }
 
 void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
@@ -254,6 +254,8 @@ void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
 		break;
 	case 5:
 		beginRiggedGlow();
+	default:
+		beginDeferredRiggedMaterialAlpha(pass-6);
 		break;
 	}
 }
@@ -284,11 +286,34 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
 	gPipeline.enableLightsDynamic();
 }
 
+void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
+{
+	switch (pass)
+	{
+	case 0: pass = 1; break;
+	case 1: pass = 5; break;
+	case 2: pass = 9; break;
+	default: pass = 13; break;
+	}
+
+	pass += LLMaterial::SHADER_COUNT;
+
+	sVertexProgram = &gDeferredMaterialProgram[pass];
+
+	gPipeline.bindDeferredShader(*sVertexProgram);
+	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+	normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
+	specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
+	gPipeline.enableLightsDynamic();
+}
+
 void LLDrawPoolAvatar::endDeferredRiggedAlpha()
 {
 	LLVertexBuffer::unbind();
 	gPipeline.unbindDeferredShader(*sVertexProgram);
 	sDiffuseChannel = 0;
+	normal_channel = -1;
+	specular_channel = -1;
 	sVertexProgram = NULL;
 }
 
@@ -314,6 +339,9 @@ void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
 	case 5:
 		endRiggedGlow();
 		break;
+	default:
+		endDeferredRiggedAlpha();
+		break;
 	}
 }
 
@@ -337,7 +365,11 @@ void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
 		6, //rigged fullbright shiny
 		7, //rigged alpha
 		8, //rigged fullbright alpha
-		9, //rigged glow
+		9, //rigged material alpha 1
+		10,//rigged material alpha 2
+		11,//rigged material alpha 3
+		12,//rigged material alpha 4
+		13, //rigged glow
 	};
 
 	pass = actual_pass[pass];
@@ -1019,6 +1051,13 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
 
 void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
 {
+	if (pass == 1 ||
+		pass == 5 ||
+		pass == 9 ||
+		pass == 13)
+	{ //skip alpha passes
+		return;
+	}
 	sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
 	sVertexProgram->bind();
 	normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
@@ -1028,6 +1067,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
 
 void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
 {
+	if (pass == 1 ||
+		pass == 5 ||
+		pass == 9 ||
+		pass == 13)
+	{
+		return;
+	}
+
 	LLVertexBuffer::unbind();
 	sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
 	sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
@@ -1215,11 +1262,21 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 
 	if (is_deferred_render && pass >= 5 && pass <= 21)
 	{
-		renderDeferredRiggedMaterial(avatarp, pass-5);
+		S32 p = pass-5;
+
+		if (p != 1 &&
+			p != 5 &&
+			p != 9 &&
+			p != 13)
+		{
+			renderDeferredRiggedMaterial(avatarp, p);
+		}
 		return;
 	}
 
 
+
+
 	if (pass == 5)
 	{
 		renderRiggedShinySimple(avatarp);
@@ -1232,7 +1289,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 		return;
 	}
 
-	if (pass >= 7 && pass < 9)
+	if (pass >= 7 && pass < 13)
 	{
 		if (pass == 7)
 		{
@@ -1245,9 +1302,24 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 			renderRiggedFullbrightAlpha(avatarp);
 			return;
 		}
+
+		S32 p = 0;
+		switch (pass)
+		{
+		case 9: p = 1; break;
+		case 10: p = 5; break;
+		case 11: p = 9; break;
+		case 12: p = 13; break;
+		}
+
+		{
+			LLGLEnable blend(GL_BLEND);
+			renderDeferredRiggedMaterial(avatarp, p);
+		}
+		return;
 	}
 
-	if (pass == 9)
+	if (pass == 13)
 	{
 		renderRiggedGlow(avatarp);
 		
@@ -1547,7 +1619,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
 
 			LLMaterial* mat = face->getTextureEntry()->getMaterialParams().get();
 
-			if (is_deferred_render && mat)
+			if (mat)
 			{
 				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
 				gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h
index b87449fbf6..bb9126c162 100644
--- a/indra/newview/lldrawpoolavatar.h
+++ b/indra/newview/lldrawpoolavatar.h
@@ -114,6 +114,7 @@ public:
 	void beginRiggedGlow();
 	void beginDeferredRiggedAlpha();
 	void beginDeferredRiggedMaterial(S32 pass);
+	void beginDeferredRiggedMaterialAlpha(S32 pass);
 
 	void endRiggedSimple();
 	void endRiggedFullbright();
@@ -124,6 +125,7 @@ public:
 	void endRiggedGlow();
 	void endDeferredRiggedAlpha();
 	void endDeferredRiggedMaterial(S32 pass);
+	void endDeferredRiggedMaterialAlpha(S32 pass);
 
 	void beginDeferredRiggedSimple();
 	void beginDeferredRiggedBump();
@@ -149,7 +151,7 @@ public:
 	void renderDeferredRiggedSimple(LLVOAvatar* avatar);
 	void renderDeferredRiggedBump(LLVOAvatar* avatar);
 	void renderDeferredRiggedMaterial(LLVOAvatar* avatar, S32 pass);
-
+	
 	typedef enum
 	{
 		RIGGED_MATERIAL=0,
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index eb43141c9b..40027672cc 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -175,9 +175,6 @@ LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
 LLGLSLShader			gDeferredSkinnedDiffuseProgram;
 LLGLSLShader			gDeferredSkinnedBumpProgram;
 LLGLSLShader			gDeferredSkinnedAlphaProgram;
-#if LL_DARWIN
-LLGLSLShader			gDeferredSkinnedAlphaProgramMac;
-#endif
 LLGLSLShader			gDeferredBumpProgram;
 LLGLSLShader			gDeferredTerrainProgram;
 LLGLSLShader			gDeferredTreeProgram;
@@ -277,11 +274,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gUnderWaterProgram);
 	mShaderList.push_back(&gDeferredSunProgram);
 	mShaderList.push_back(&gDeferredSoftenProgram);
+	mShaderList.push_back(&gDeferredMaterialProgram[1]);
+	mShaderList.push_back(&gDeferredMaterialProgram[5]);
+	mShaderList.push_back(&gDeferredMaterialProgram[9]);
+	mShaderList.push_back(&gDeferredMaterialProgram[13]);
+	mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]);
+	mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
+	mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
+	mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);	
 	mShaderList.push_back(&gDeferredAlphaProgram);
 	mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
-#if LL_DARWIN
-	mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
-#endif
 	mShaderList.push_back(&gDeferredFullbrightProgram);
 	mShaderList.push_back(&gDeferredEmissiveProgram);
 	mShaderList.push_back(&gDeferredAvatarEyesProgram);
@@ -789,6 +791,9 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
 	// Load basic dependency shaders first
 	// All of these have to load for any shaders to function
 	
+#if LL_DARWIN // Mac can't currently handle all 8 lights, 
+	S32 sum_lights_class = 2;
+#else 
 	S32 sum_lights_class = 3;
 
 	// class one cards will get the lower sum lights
@@ -799,21 +804,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
 	{
 		sum_lights_class = 2;
 	}
+#endif
 
 	// If we have sun and moon only checked, then only sum those lights.
 	if (gPipeline.getLightingDetail() == 0)
 	{
 		sum_lights_class = 1;
 	}
-	
-#if LL_DARWIN
-	// Work around driver crashes on older Macs when using deferred rendering
-	// NORSPEC-59
-	//
-	if (gGLManager.mIsMobileGF)
-		sum_lights_class = 3;
-#endif
-	
+
 	// Use the feature table to mask out the max light level to use.  Also make sure it's at least 1.
 	S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
 	sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
@@ -1088,9 +1086,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedDiffuseProgram.unload();
 		gDeferredSkinnedBumpProgram.unload();
 		gDeferredSkinnedAlphaProgram.unload();
-#if LL_DARWIN
-		gDeferredSkinnedAlphaProgramMac.unload();
-#endif
 		gDeferredBumpProgram.unload();
 		gDeferredImpostorProgram.unload();
 		gDeferredTerrainProgram.unload();
@@ -1224,8 +1219,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
 		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
 		gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
-		gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
-		
 		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
 		
 		// Hack to include uniforms for lighting without linking in lighting file
@@ -1233,36 +1226,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
 	}
 
-#if LL_DARWIN
-	if (success)
-	{
-		gDeferredSkinnedAlphaProgramMac.mName = "Deferred Skinned Alpha Shader";
-		gDeferredSkinnedAlphaProgramMac.mFeatures.atmosphericHelpers = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.hasObjectSkinning = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesAtmospherics = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.hasGamma = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.hasAtmospherics = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = false;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = false;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true;
-		gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear();
-		gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
-		gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		gDeferredSkinnedAlphaProgramMac.addPermutation("INDEX_MODE", "2");
-		gDeferredSkinnedAlphaProgramMac.addPermutation("HAS_SKIN", "1");
-		gDeferredSkinnedAlphaProgramMac.addPermutation("IS_AVATAR_SKIN", "0");
-		gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1");
-		
-		success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL);
-		
-		// Hack to include uniforms for lighting without linking in lighting file
-		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = true;
-		gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = true;
-	}
-#endif
-
 	if (success)
 	{
 		gDeferredBumpProgram.mName = "Deferred Bump Shader";
@@ -1273,6 +1236,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		success = gDeferredBumpProgram.createShader(NULL, NULL);
 	}
 	
+	gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+	gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
 
 	for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
 	{
@@ -1289,7 +1260,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 			gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
 			gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
 			gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
-
+			gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
 			bool has_skin = i & 0x10;
 			gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
 			if (has_skin)
@@ -1301,6 +1272,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		}
 	}
 
+	gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+	gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+
+
 	
 	if (success)
 	{
@@ -1435,7 +1416,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
 		gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0");
 		gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
-		gDeferredAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
 		success = gDeferredAlphaProgram.createShader(NULL, NULL);
 
 		// Hack
@@ -1609,7 +1589,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3");
 		gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0");
 		gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
-		gDeferredAvatarAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
 		
 		success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
 
-- 
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