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/llrender/llgl.cpp | 79 +---- indra/llrender/llgl.h | 12 +- indra/llrender/llglslshader.cpp | 4 + indra/llrender/llrender.cpp | 99 ++++++ indra/llrender/llrender.h | 6 + indra/llrender/llvertexbuffer.cpp | 352 +++++++++++++++++---- indra/llrender/llvertexbuffer.h | 10 + 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 + 126 files changed, 1570 insertions(+), 874 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 2f6ef2b663..f58d4937d4 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -1329,8 +1329,6 @@ void LLGLState::initClass() sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE; glDisable(GL_MULTISAMPLE_ARB); - - glEnableClientState(GL_VERTEX_ARRAY); } //static @@ -1604,7 +1602,7 @@ void LLGLState::checkTextureChannels(const std::string& msg) void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) { - if (!gDebugGL) + if (!gDebugGL || LLGLSLShader::sNoFixedFunction) { return; } @@ -1661,7 +1659,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) }; - for (S32 j = 0; j < 4; j++) + for (S32 j = 1; j < 4; j++) { if (glIsEnabled(value[j])) { @@ -1875,79 +1873,6 @@ void LLGLManager::initGLStates() //////////////////////////////////////////////////////////////////////////////// -void enable_vertex_weighting(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) glEnableVertexAttribArrayARB(index); // vertex weights -#endif -} - -void disable_vertex_weighting(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) glDisableVertexAttribArrayARB(index); // vertex weights -#endif -} - -void enable_binormals(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) - { - glEnableVertexAttribArrayARB(index); // binormals - } -#endif -} - -void disable_binormals(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) - { - glDisableVertexAttribArrayARB(index); // binormals - } -#endif -} - - -void enable_cloth_weights(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) glEnableVertexAttribArrayARB(index); -#endif -} - -void disable_cloth_weights(const S32 index) -{ -#if GL_ARB_vertex_program - if (index > 0) glDisableVertexAttribArrayARB(index); -#endif -} - -void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights) -{ -#if GL_ARB_vertex_program - if (index > 0) glVertexAttribPointerARB(index, 1, GL_FLOAT, FALSE, stride, weights); - stop_glerror(); -#endif -} - -void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights) -{ -#if GL_ARB_vertex_program - if (index > 0) glVertexAttribPointerARB(index, 4, GL_FLOAT, TRUE, stride, weights); - stop_glerror(); -#endif -} - -void set_binormals(const S32 index, const U32 stride,const LLVector3 *binormals) -{ -#if GL_ARB_vertex_program - if (index > 0) glVertexAttribPointerARB(index, 3, GL_FLOAT, FALSE, stride, binormals); - stop_glerror(); -#endif -} - void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific ) { // GL_VERSION returns a null-terminated string with the format: diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index d736133f3f..495e523c31 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -252,7 +252,7 @@ public: static void dumpStates(); static void checkStates(const std::string& msg = ""); static void checkTextureChannels(const std::string& msg = ""); - static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0x0001); + static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0); protected: static boost::unordered_map sStateMap; @@ -419,15 +419,7 @@ extern LLMatrix4 gGLObliqueProjectionInverse; #include "llglstates.h" void init_glstates(); -void enable_vertex_weighting(const S32 index); -void disable_vertex_weighting(const S32 index); -void enable_binormals(const S32 index); -void disable_binormals(const S32 index); -void enable_cloth_weights(const S32 index); -void disable_cloth_weights(const S32 index); -void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights); -void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights); -void set_binormals(const S32 index, const U32 stride, const LLVector3 *binormals); + void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific ); extern BOOL gClothRipple; diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index f51d83abe4..b6cb84d10c 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -31,6 +31,7 @@ #include "llshadermgr.h" #include "llfile.h" #include "llrender.h" +#include "llvertexbuffer.h" #if LL_DARWIN #include "OpenGL/OpenGL.h" @@ -386,6 +387,7 @@ void LLGLSLShader::bind() gGL.flush(); if (gGLManager.mHasShaderObjects) { + LLVertexBuffer::unbind(); glUseProgramObjectARB(mProgramObject); sCurBoundShader = mProgramObject; sCurBoundShaderPtr = this; @@ -411,6 +413,7 @@ void LLGLSLShader::unbind() stop_glerror(); } } + LLVertexBuffer::unbind(); glUseProgramObjectARB(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; @@ -420,6 +423,7 @@ void LLGLSLShader::unbind() void LLGLSLShader::bindNoShader(void) { + LLVertexBuffer::unbind(); glUseProgramObjectARB(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index d72918b15d..da85bc202c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1580,6 +1580,105 @@ void LLRender::color3fv(const GLfloat* c) color4f(c[0],c[1],c[2],1); } +void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttrib3fARB(loc, r,g,b); + } + else + { + glColor3f(r,g,b); + } +} + +void LLRender::diffuseColor3fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttrib3fvARB(loc, c); + } + else + { + glColor3fv(c); + } +} + +void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttrib4fARB(loc, r,g,b,a); + } + else + { + glColor4f(r,g,b,a); + } + +} + +void LLRender::diffuseColor4fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttrib4fvARB(loc, c); + } + else + { + glColor4fv(c); + } +} + +void LLRender::diffuseColor4ubv(const U8* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttrib4ubvARB(loc, c); + } + else + { + glColor4ubv(c); + } +} + + + + void LLRender::debugTexUnits(void) { LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 9eedebe2ce..5f97bff1c4 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -350,6 +350,12 @@ public: void color3fv(const GLfloat* c); void color4ubv(const GLubyte* c); + void diffuseColor3f(F32 r, F32 g, F32 b); + void diffuseColor3fv(const F32* c); + void diffuseColor4f(F32 r, F32 g, F32 b, F32 a); + void diffuseColor4fv(const F32* c); + void diffuseColor4ubv(const U8* c); + void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count); diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1180afa631..30f73bf2c6 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -130,6 +130,7 @@ S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] = sizeof(LLVector2), // TYPE_TEXCOORD2, sizeof(LLVector2), // TYPE_TEXCOORD3, sizeof(LLColor4U), // TYPE_COLOR, + sizeof(U8), // TYPE_EMISSIVE sizeof(LLVector4), // TYPE_BINORMAL, sizeof(F32), // TYPE_WEIGHT, sizeof(LLVector4), // TYPE_WEIGHT4, @@ -156,36 +157,79 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl; }*/ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + if (sLastMask != data_mask) { + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + static LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(sLastMask == 0 || last_shader == shader); + last_shader = shader; + U32 mask[] = { MAP_VERTEX, MAP_NORMAL, MAP_TEXCOORD0, MAP_COLOR, + MAP_EMISSIVE, + MAP_WEIGHT, + MAP_WEIGHT4, + MAP_BINORMAL, + MAP_CLOTHWEIGHT, }; + U32 type[] = + { + TYPE_VERTEX, + TYPE_NORMAL, + TYPE_TEXCOORD0, + TYPE_COLOR, + TYPE_EMISSIVE, + TYPE_WEIGHT, + TYPE_WEIGHT4, + TYPE_BINORMAL, + TYPE_CLOTHWEIGHT, + }; + GLenum array[] = { GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY, + 0, + 0, + 0, + 0, + 0, }; BOOL error = FALSE; - for (U32 i = 0; i < 4; ++i) + for (U32 i = 0; i < 9; ++i) { + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(type[i]); + } + if (sLastMask & mask[i]) { //was enabled - if (!(data_mask & mask[i]) && i > 0) + if (!(data_mask & mask[i])) { //needs to be disabled - glDisableClientState(array[i]); + if (loc >= 0) + { + glDisableVertexAttribArrayARB(loc); + } + else if (!shader) + { + glDisableClientState(array[i]); + } } - else if (gDebugGL) - { //needs to be enabled, make sure it was (DEBUG TEMPORARY) - if (i > 0 && !glIsEnabled(array[i])) + else if (gDebugGL && !shader && array[i]) + { //needs to be enabled, make sure it was (DEBUG) + if (loc < 0 && !glIsEnabled(array[i])) { if (gDebugSession) { @@ -201,11 +245,18 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) } else { //was disabled - if (data_mask & mask[i] && i > 0) + if (data_mask & mask[i]) { //needs to be enabled - glEnableClientState(array[i]); + if (loc >= 0) + { + glEnableVertexAttribArrayARB(loc); + } + else if (!shader) + { + glEnableClientState(array[i]); + } } - else if (gDebugGL && i > 0 && glIsEnabled(array[i])) + else if (!shader && array[i] && gDebugGL && glIsEnabled(array[i])) { //needs to be disabled, make sure it was (DEBUG TEMPORARY) if (gDebugSession) { @@ -232,62 +283,71 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) MAP_TEXCOORD3 }; + U32 type_tc[] = + { + TYPE_TEXCOORD1, + TYPE_TEXCOORD2, + TYPE_TEXCOORD3 + }; + for (U32 i = 0; i < 3; i++) { + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(type_tc[i]); + } + if (sLastMask & map_tc[i]) { if (!(data_mask & map_tc[i])) - { - glClientActiveTextureARB(GL_TEXTURE1_ARB+i); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + { //disable + if (loc >= 0) + { + glDisableVertexAttribArrayARB(loc); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE1_ARB+i); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } } else if (data_mask & map_tc[i]) { - glClientActiveTextureARB(GL_TEXTURE1_ARB+i); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + if (loc >= 0) + { + glEnableVertexAttribArrayARB(loc); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE1_ARB+i); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } } - if (sLastMask & MAP_BINORMAL) + if (!shader) { - if (!(data_mask & MAP_BINORMAL)) + if (sLastMask & MAP_BINORMAL) { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + if (!(data_mask & MAP_BINORMAL)) + { + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } - } - else if (data_mask & MAP_BINORMAL) - { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glClientActiveTextureARB(GL_TEXTURE0_ARB); - } - - if (sLastMask & MAP_WEIGHT4) - { - if (sWeight4Loc < 0) + else if (data_mask & MAP_BINORMAL) { - llerrs << "Weighting disabled but vertex buffer still bound!" << llendl; - } - - if (!(data_mask & MAP_WEIGHT4)) - { //disable 4-component skin weight - glDisableVertexAttribArrayARB(sWeight4Loc); - } - } - else if (data_mask & MAP_WEIGHT4) - { - if (sWeight4Loc >= 0) - { //enable 4-component skin weight - glEnableVertexAttribArrayARB(sWeight4Loc); + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } } - - + sLastMask = data_mask; } } @@ -1592,6 +1652,10 @@ bool LLVertexBuffer::getColorStrider(LLStrider& strider, S32 index, S { return VertexBufferStrider::get(*this, strider, index, count, map_range); } +bool LLVertexBuffer::getEmissiveStrider(LLStrider& strider, S32 index, S32 count, bool map_range) +{ + return VertexBufferStrider::get(*this, strider, index, count, map_range); +} bool LLVertexBuffer::getWeightStrider(LLStrider& strider, S32 index, S32 count, bool map_range) { return VertexBufferStrider::get(*this, strider, index, count, map_range); @@ -1810,46 +1874,166 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl; } + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + //assert that fixed function is allowed OR a shader is currently bound + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + if (data_mask & MAP_NORMAL) { - glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_NORMAL); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); + } + else if (!shader) + { + glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); + } } if (data_mask & MAP_TEXCOORD3) { - glClientActiveTextureARB(GL_TEXTURE3_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_TEXCOORD3); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE3_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } if (data_mask & MAP_TEXCOORD2) { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_TEXCOORD2); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } if (data_mask & MAP_TEXCOORD1) { - glClientActiveTextureARB(GL_TEXTURE1_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_TEXCOORD1); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE1_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } if (data_mask & MAP_BINORMAL) { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_BINORMAL); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + } + else if (!shader) + { + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); + } } if (data_mask & MAP_TEXCOORD0) { - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_TEXCOORD0); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + } + else if (!shader) + { + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + } } if (data_mask & MAP_COLOR) { - glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_COLOR); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + } + else if (!shader) + { + glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + } + } + if (data_mask & MAP_EMISSIVE) + { + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_EMISSIVE); + } + + if (loc >= 0) + { + glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], (void*)(base + mOffsets[TYPE_EMISSIVE])); + } } - if (data_mask & MAP_WEIGHT) { - glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_WEIGHT); + } + + if (loc < 0) + { //legacy behavior, some shaders have weight hardcoded to location 1 + loc = 1; + } + + glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); + } if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1) @@ -1859,17 +2043,47 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (data_mask & MAP_CLOTHWEIGHT) { - glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); + S32 loc = -1; + if (shader) + { + loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT); + } + + if (loc < 0) + { //legacy behavior, some shaders have weight hardcoded to location 4 + loc = 4; + } + glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); } if (data_mask & MAP_VERTEX) { - if (data_mask & MAP_TEXTURE_INDEX) + S32 loc = -1; + if (shader) { - glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + loc = shader->getAttribLocation(TYPE_VERTEX); } - else + + if (loc >= 0) { - glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + if (data_mask & MAP_TEXTURE_INDEX) + { + glVertexAttribPointerARB(loc, 4,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } + else + { + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } + } + else if (!shader) + { + if (data_mask & MAP_TEXTURE_INDEX) + { + glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } + else + { + glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } } } diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index cc5d11e1c2..3cccdf62ec 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -133,6 +133,12 @@ public: static S32 calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices); + //WARNING -- when updating these enums you MUST + // 1 - update LLVertexBuffer::sTypeSize + // 2 - add a strider accessor + // 3 - modify LLVertexBuffer::setupVertexBuffer + // 4 - modify LLVertexBuffer::setupClientArray + // 5 - modify LLViewerShaderMgr::mReservedAttribs enum { TYPE_VERTEX, TYPE_NORMAL, @@ -141,6 +147,7 @@ public: TYPE_TEXCOORD2, TYPE_TEXCOORD3, TYPE_COLOR, + TYPE_EMISSIVE, // These use VertexAttribPointer and should possibly be made generic TYPE_BINORMAL, TYPE_WEIGHT, @@ -160,6 +167,7 @@ public: MAP_TEXCOORD2 = (1<& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getBinormalStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getColorStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); + bool getEmissiveStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getWeightStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getWeight4Strider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getClothWeightStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); + BOOL isEmpty() const { return mEmpty; } BOOL isLocked() const { return mVertexLocked || mIndexLocked; } S32 getNumVerts() const { return mNumVerts; } 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). --- indra/llrender/llglslshader.cpp | 2 + indra/llrender/llrendersphere.cpp | 97 +------- indra/llrender/llrendersphere.h | 5 - indra/llrender/llvertexbuffer.cpp | 62 ++++- indra/llrender/llvertexbuffer.h | 3 +- .../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 ++++++---- 68 files changed, 1095 insertions(+), 677 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') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index b6cb84d10c..02bcc9e338 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -934,7 +934,9 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v std::map::iterator iter = mValue.find(location); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { + stop_glerror(); glUniform4fvARB(location, count, v); + stop_glerror(); mValue[location] = vec; } } diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp index a5cd70445f..e7e07a1ab2 100644 --- a/indra/llrender/llrendersphere.cpp +++ b/indra/llrender/llrendersphere.cpp @@ -35,106 +35,11 @@ #include "llglheaders.h" -GLUquadricObj *gQuadObj2 = NULL; LLRenderSphere gSphere; -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks); - -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks) -{ - if (!gQuadObj2) - { - gQuadObj2 = gluNewQuadric(); - if (!gQuadObj2) - { - llwarns << "drawSolidSphere couldn't allocate quadric" << llendl; - return; - } - } - - gluQuadricDrawStyle(gQuadObj2, GLU_FILL); - gluQuadricNormals(gQuadObj2, GLU_SMOOTH); - // If we ever changed/used the texture or orientation state - // of quadObj, we'd need to change it to the defaults here - // with gluQuadricTexture and/or gluQuadricOrientation. - gluQuadricTexture(gQuadObj2, GL_TRUE); - gluSphere(gQuadObj2, radius, slices, stacks); -} - - -// A couple thoughts on sphere drawing: -// 1) You need more slices than stacks, but little less than 2:1 -// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother -void LLRenderSphere::prerender() -{ - // Create a series of display lists for different LODs - mDList[0] = glGenLists(1); - glNewList(mDList[0], GL_COMPILE); - drawSolidSphere(1.0, 30, 20); - glEndList(); - - mDList[1] = glGenLists(1); - glNewList(mDList[1], GL_COMPILE); - drawSolidSphere(1.0, 20, 15); - glEndList(); - - mDList[2] = glGenLists(1); - glNewList(mDList[2], GL_COMPILE); - drawSolidSphere(1.0, 12, 8); - glEndList(); - - mDList[3] = glGenLists(1); - glNewList(mDList[3], GL_COMPILE); - drawSolidSphere(1.0, 8, 5); - glEndList(); -} - -void LLRenderSphere::cleanupGL() -{ - for (S32 detail = 0; detail < 4; detail++) - { - glDeleteLists(mDList[detail], 1); - mDList[detail] = 0; - } - - if (gQuadObj2) - { - gluDeleteQuadric(gQuadObj2); - gQuadObj2 = NULL; - } -} - -// Constants here are empirically derived from my eyeballs, JNC -// -// The toughest adjustment is the cutoff for the lowest LOD -// Maybe we should have more LODs at the low end? -void LLRenderSphere::render(F32 pixel_area) -{ - S32 level_of_detail; - - if (pixel_area > 10000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 800.f) - { - level_of_detail = 1; - } - else if (pixel_area > 100.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - glCallList(mDList[level_of_detail]); -} - - void LLRenderSphere::render() { - glCallList(mDList[0]); + renderGGL(); } inline LLVector3 polar_to_cart(F32 latitude, F32 longitude) diff --git a/indra/llrender/llrendersphere.h b/indra/llrender/llrendersphere.h index 96a6bec80c..f8e9e86e7f 100644 --- a/indra/llrender/llrendersphere.h +++ b/indra/llrender/llrendersphere.h @@ -40,11 +40,6 @@ void lat2xyz(LLVector3 * result, F32 lat, F32 lon); // utility routine class LLRenderSphere { public: - LLGLuint mDList[5]; - - void prerender(); - void cleanupGL(); - void render(F32 pixel_area); // of a box of size 1.0 at that position void render(); // render at highest LOD void renderGGL(); // render using LLRender diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index a5977d658d..5d19168842 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -62,7 +62,6 @@ U32 LLVertexBuffer::sAllocatedBytes = 0; BOOL LLVertexBuffer::sMapped = FALSE; BOOL LLVertexBuffer::sUseStreamDraw = TRUE; BOOL LLVertexBuffer::sPreferStreamDraw = FALSE; -S32 LLVertexBuffer::sWeight4Loc = -1; std::vector LLVertexBuffer::sDeleteList; @@ -355,6 +354,8 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) //static void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, const std::vector& norm) { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + U32 count = pos.size(); llassert_always(norm.size() >= pos.size()); llassert_always(count > 0) ; @@ -369,6 +370,49 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, con glDrawArrays(sGLMode[mode], 0, count); } +//static +void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp) +{ + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + + U32 mask = LLVertexBuffer::MAP_VERTEX; + if (tc) + { + mask = mask | LLVertexBuffer::MAP_TEXCOORD0; + } + + unbind(); + + setupClientArrays(mask); + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); + + if (tc) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_TEXCOORD0); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); + } + } + } + } + else + { + glTexCoordPointer(2, GL_FLOAT, 0, tc); + glVertexPointer(3, GL_FLOAT, 16, pos); + } + + glDrawElements(sGLMode[mode], num_indices, GL_UNSIGNED_SHORT, indicesp); +} + void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_offset) const { if (start >= (U32) mRequestedNumVerts || @@ -403,6 +447,7 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi validateRange(start, end, count, indices_offset); llassert(mRequestedNumVerts >= 0); + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); if (mGLIndices != sGLRenderIndices) { @@ -431,6 +476,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + llassert(mRequestedNumIndices >= 0); if (indices_offset >= (U32) mRequestedNumIndices || indices_offset + count > (U32) mRequestedNumIndices) @@ -463,6 +510,8 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + llassert(mRequestedNumVerts >= 0); if (first >= (U32) mRequestedNumVerts || first + count > (U32) mRequestedNumVerts) @@ -2037,9 +2086,16 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const } - if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1) + if (data_mask & MAP_WEIGHT4) { - glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + if (shader) + { + S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + } + } } if (data_mask & MAP_CLOTHWEIGHT) diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 3cccdf62ec..9497bc9357 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -111,8 +111,6 @@ public: static LLVBOPool sStreamIBOPool; static LLVBOPool sDynamicIBOPool; - static S32 sWeight4Loc; - static BOOL sUseStreamDraw; static BOOL sPreferStreamDraw; @@ -120,6 +118,7 @@ public: static void cleanupClass(); static void setupClientArrays(U32 data_mask); static void drawArrays(U32 mode, const std::vector& pos, const std::vector& norm); + static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp); static void clientCopy(F64 max_time = 0.005); //copy data from client to GL static void unbind(); //unbind any bound vertex buffer 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') 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') 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') 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. --- indra/llrender/llgl.cpp | 2 + indra/llrender/llshadermgr.cpp | 13 +- .../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 +- 16 files changed, 2347 insertions(+), 56 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') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 87a6b9b885..1a2fe0ea0e 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -582,6 +582,8 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } + //HACK always disable texture multisample, use FXAA instead + mHasTextureMultisample = FALSE; #if LL_WINDOWS if (mIsATI) { //using multisample textures on ATI results in black screen for some reason diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 986c1f2774..2334435644 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -531,9 +531,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } //we can't have any lines longer than 1024 characters - //or any shaders longer than 1024 lines... deal - DaveP + //or any shaders longer than 4096 lines... deal - DaveP GLcharARB buff[1024]; - GLcharARB* text[1024]; + GLcharARB* text[4096]; GLuint count = 0; if (gGLManager.mGLVersion < 2.1f) @@ -649,7 +649,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } //copy file into memory - while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) + while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) ) { text[count++] = (GLcharARB *)strdup((char *)buff); } @@ -709,6 +709,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade for (GLuint i = 0; i < count; i++) { ostr << i << ": " << text[i]; + + if (i % 128 == 0) + { //dump every 128 lines + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; + ostr = std::stringstream(); + } + } LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; 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. --- indra/llrender/llrender.cpp | 20 +- .../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 +- 10 files changed, 2286 insertions(+), 38 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') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index da85bc202c..03a45c35dc 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1586,12 +1586,12 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib3fARB(loc, r,g,b); + shader->uniform4f(loc, r,g,b,1.f); } else { @@ -1605,12 +1605,12 @@ void LLRender::diffuseColor3fv(const F32* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib3fvARB(loc, c); + shader->uniform4f(loc, c[0], c[1], c[2], 1.f); } else { @@ -1624,12 +1624,12 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4fARB(loc, r,g,b,a); + shader->uniform4f(loc, r,g,b,a); } else { @@ -1644,12 +1644,12 @@ void LLRender::diffuseColor4fv(const F32* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4fvARB(loc, c); + shader->uniform4fv(loc, 1, c); } else { @@ -1663,12 +1663,12 @@ void LLRender::diffuseColor4ubv(const U8* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4ubvARB(loc, c); + shader->uniform4f(loc, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); } else { 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/llrender/llshadermgr.cpp | 2 ++ indra/newview/llviewerwindow.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 2334435644..b487cda4ef 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -704,6 +704,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; dumpObjectLog(ret); +#if LL_WINDOWS std::stringstream ostr; //dump shader source for debugging for (GLuint i = 0; i < count; i++) @@ -719,6 +720,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; +#endif // LL_WINDOWS ret = 0; } 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') 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/llrender/llglslshader.cpp | 2 ++ indra/llrender/llshadermgr.cpp | 3 +++ 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 +++--- 8 files changed, 15 insertions(+), 12 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 02bcc9e338..61648e527d 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -117,10 +117,12 @@ BOOL LLGLSLShader::createShader(vector * attributes, // Create program mProgramObject = glCreateProgramObjectARB(); +#if !LL_DARWIN if (gGLManager.mGLVersion < 3.1f) { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support) mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); } +#endif // !LL_DARWIN //compile new source vector< pair >::iterator fileIter = mShaderFiles.begin(); diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index b487cda4ef..db3d7becd9 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -544,10 +544,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade { //set version to 1.20 text[count++] = strdup("#version 120\n"); + text[count++] = strdup("#define FXAA_GLSL_120 1\n"); + text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n"); } else { //set version to 1.30 text[count++] = strdup("#version 130\n"); + text[count++] = strdup("#define FXAA_GLSL_130 1\n"); } //copy preprocessor definitions into buffer 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. --- indra/llrender/llrender.cpp | 54 ++++++---------------- indra/llrender/llvertexbuffer.cpp | 50 +++++++++++++++++++- .../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 - 11 files changed, 89 insertions(+), 77 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 03a45c35dc..ea398c61de 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1583,15 +1583,11 @@ void LLRender::color3fv(const GLfloat* c) void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) { LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - S32 loc = -1; - if (shader) - { - loc = shader->getUniformLocation("color"); - } + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - if (loc >= 0) + if (shader) { - shader->uniform4f(loc, r,g,b,1.f); + shader->uniform4f("color", r,g,b,1.f); } else { @@ -1602,15 +1598,11 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) void LLRender::diffuseColor3fv(const F32* c) { LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - S32 loc = -1; - if (shader) - { - loc = shader->getUniformLocation("color"); - } + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - if (loc >= 0) + if (shader) { - shader->uniform4f(loc, c[0], c[1], c[2], 1.f); + shader->uniform4f("color", c[0], c[1], c[2], 1.f); } else { @@ -1621,35 +1613,26 @@ void LLRender::diffuseColor3fv(const F32* c) void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) { LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - S32 loc = -1; - if (shader) - { - loc = shader->getUniformLocation("color"); - } + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - if (loc >= 0) + if (shader) { - shader->uniform4f(loc, r,g,b,a); + shader->uniform4f("color", r,g,b,a); } else { glColor4f(r,g,b,a); } - } void LLRender::diffuseColor4fv(const F32* c) { LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - S32 loc = -1; - if (shader) - { - loc = shader->getUniformLocation("color"); - } + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - if (loc >= 0) + if (shader) { - shader->uniform4fv(loc, 1, c); + shader->uniform4fv("color", 1, c); } else { @@ -1660,15 +1643,11 @@ void LLRender::diffuseColor4fv(const F32* c) void LLRender::diffuseColor4ubv(const U8* c) { LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - S32 loc = -1; - if (shader) - { - loc = shader->getUniformLocation("color"); - } + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - if (loc >= 0) + if (shader) { - shader->uniform4f(loc, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); + shader->uniform4f("color", c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); } else { @@ -1676,9 +1655,6 @@ void LLRender::diffuseColor4ubv(const U8* c) } } - - - void LLRender::debugTexUnits(void) { LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 5d19168842..86352215ff 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -364,8 +364,26 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, con setupClientArrays(MAP_VERTEX | MAP_NORMAL); - glVertexPointer(3, GL_FLOAT, 0, pos[0].mV); - glNormalPointer(GL_FLOAT, 0, norm[0].mV); + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, pos[0].mV); + } + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_NORMAL); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, norm[0].mV); + } + } + else + { + glVertexPointer(3, GL_FLOAT, 0, pos[0].mV); + glNormalPointer(GL_FLOAT, 0, norm[0].mV); + } glDrawArrays(sGLMode[mode], 0, count); } @@ -1730,6 +1748,34 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) //set up pointers if the data mask is different ... BOOL setup = (sLastMask != data_mask); + if (gDebugGL && data_mask != 0) + { + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + if (shader) + { + U32 required_mask = 0; + for (U32 i = 0; i < LLVertexBuffer::TYPE_MAX; ++i) + { + if (shader->getAttribLocation(i) > -1) + { + U32 required = 1 << i; + if ((data_mask & required) == 0) + { + llwarns << "Missing attribute: " << i << llendl; + } + + required_mask |= required; + + } + } + + if ((data_mask & required_mask) != required_mask) + { + llerrs << "Shader consumption mismatches data provision." << llendl; + } + } + } + if (useVBOs()) { if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)) 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') 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') 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') 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 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/llrender/llcubemap.cpp | 14 +- indra/llrender/llgl.cpp | 30 ++-- indra/llrender/llpostprocess.cpp | 22 +-- indra/llrender/llrender.cpp | 183 ++++++++++++++++++++- indra/llrender/llrender.h | 36 +++- indra/llrender/llvertexbuffer.cpp | 14 +- indra/llui/llaccordionctrltab.cpp | 2 +- indra/llui/llui.cpp | 10 +- indra/llui/llview.cpp | 2 +- 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 ++++++++++++++++---------------- 55 files changed, 876 insertions(+), 654 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llcubemap.cpp b/indra/llrender/llcubemap.cpp index 1b10354c22..5eb29efbfa 100644 --- a/indra/llrender/llcubemap.cpp +++ b/indra/llrender/llcubemap.cpp @@ -273,10 +273,10 @@ void LLCubeMap::setMatrix(S32 stage) LLMatrix4 trans(mat3); trans.transpose(); - glMatrixMode(GL_TEXTURE); - glPushMatrix(); - glLoadMatrixf((F32 *)trans.mMatrix); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.pushMatrix(); + gGL.loadMatrix((F32 *)trans.mMatrix); + gGL.matrixMode(LLRender::MM_MODELVIEW); /*if (stage > 0) { @@ -292,9 +292,9 @@ void LLCubeMap::restoreMatrix() { gGL.getTexUnit(mMatrixStage)->activate(); } - glMatrixMode(GL_TEXTURE); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); /*if (mMatrixStage > 0) { diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 1a2fe0ea0e..1667afe179 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -1195,7 +1195,7 @@ void rotate_quat(LLQuaternion& rotation) { F32 angle_radians, x, y, z; 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); } void flush_glerror() @@ -1987,20 +1987,20 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d) glh::matrix4f suffix; suffix.set_row(2, cplane); glh::matrix4f newP = suffix * P; - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixf(newP.m); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadMatrix(newP.m); gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); } LLGLUserClipPlane::~LLGLUserClipPlane() { if (mApply) { - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } @@ -2190,16 +2190,16 @@ LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer) P.element(2, i) = P.element(3, i) * depth; } - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixf(P.m); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadMatrix(P.m); + gGL.matrixMode(LLRender::MM_MODELVIEW); } LLGLSquashToFarClip::~LLGLSquashToFarClip() { - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp index d76b2d9004..c0045c8044 100644 --- a/indra/llrender/llpostprocess.cpp +++ b/indra/llrender/llpostprocess.cpp @@ -466,21 +466,21 @@ void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadT void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height) { - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f ); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f ); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); } void LLPostProcess::viewPerspective(void) { - glMatrixMode( GL_PROJECTION ); - glPopMatrix(); - glMatrixMode( GL_MODELVIEW ); - glPopMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); } void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height) diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 426419f912..27d25c0d3a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -951,6 +951,15 @@ LLRender::LLRender() mCurrBlendAlphaSFactor = BF_UNDEF; mCurrBlendColorDFactor = BF_UNDEF; mCurrBlendAlphaDFactor = BF_UNDEF; + + mMatrixMode = LLRender::MM_MODELVIEW; + + for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) + { + mMatIdx[i] = 0; + mMatHash[i] = 0; + mCurMatHash[i] = 0xFFFFFFFF; + } } LLRender::~LLRender() @@ -1007,28 +1016,182 @@ void LLRender::refreshState(void) mDirty = false; } +void LLRender::syncMatrices() +{ + GLenum mode[] = + { + GL_MODELVIEW, + GL_PROJECTION, + GL_TEXTURE, + GL_TEXTURE, + GL_TEXTURE, + GL_TEXTURE, + }; + + for (U32 i = 0; i < 2; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + + for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + gGL.getTexUnit(i-2)->activate(); + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + +} + void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glTranslatef(x,y,z); + + glh::matrix4f trans_mat(1,0,0,x, + 0,1,0,y, + 0,0,1,z, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); + mMatHash[mMatrixMode]++; } void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glScalef(x,y,z); + + glh::matrix4f scale_mat(x,0,0,0, + 0,y,0,0, + 0,0,z,0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); + mMatHash[mMatrixMode]++; +} + +void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar) +{ + flush(); + + glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), + 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), + 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); + mMatHash[mMatrixMode]++; +} + +void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + flush(); + + F32 r = a * DEG_TO_RAD; + + F32 c = cosf(r); + F32 s = sinf(r); + + F32 ic = 1.f-c; + + glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, + x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, + x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); + mMatHash[mMatrixMode]++; } void LLRender::pushMatrix() { flush(); - glPushMatrix(); + + if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; + ++mMatIdx[mMatrixMode]; + } + else + { + llwarns << "Matrix stack overflow." << llendl; + } } void LLRender::popMatrix() { flush(); - glPopMatrix(); + if (mMatIdx[mMatrixMode] > 0) + { + --mMatIdx[mMatrixMode]; + mMatHash[mMatrixMode]++; + } + else + { + llwarns << "Matrix stack underflow." << llendl; + } +} + +void LLRender::loadMatrix(const GLfloat* m) +{ + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); + mMatHash[mMatrixMode]++; +} + +void LLRender::loadMatrix(const GLdouble* dm) +{ + F32 m[16]; + for (U32 i = 0; i < 16; i++) + { + m[i] = (F32) dm[i]; + } + + loadMatrix(m); +} + +void LLRender::multMatrix(const GLfloat* m) +{ + flush(); + + glh::matrix4f mat((GLfloat*) m); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); + mMatHash[mMatrixMode]++; +} + +void LLRender::matrixMode(U32 mode) +{ + if (mode == MM_TEXTURE) + { + mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex(); + } + + llassert(mode < NUM_MATRIX_MODES); + mMatrixMode = mode; +} + +void LLRender::multMatrix(const GLdouble* dm) +{ + F32 m[16]; + for (U32 i = 0; i < 16; i++) + { + m[i] = (F32) dm[i]; + } + + multMatrix(m); +} + +void LLRender::loadIdentity() +{ + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); + mMatHash[mMatrixMode]++; } void LLRender::translateUI(F32 x, F32 y, F32 z) @@ -1421,12 +1584,16 @@ void LLRender::flush() } } + //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) + U32 count = mCount; + mCount = 0; + mBuffer->setBuffer(immediate_mask); - mBuffer->drawArrays(mMode, 0, mCount); + mBuffer->drawArrays(mMode, 0, count); - mVerticesp[0] = mVerticesp[mCount]; - mTexcoordsp[0] = mTexcoordsp[mCount]; - mColorsp[0] = mColorsp[mCount]; + mVerticesp[0] = mVerticesp[count]; + mTexcoordsp[0] = mTexcoordsp[count]; + mColorsp[0] = mColorsp[count]; mCount = 0; } } diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index c202aa4b73..465c16f0de 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -41,6 +41,8 @@ #include "llstrider.h" #include "llpointer.h" #include "llglheaders.h" +#include "llmatrix4a.h" +#include "glh/glh_linear.h" class LLVertexBuffer; class LLCubeMap; @@ -48,6 +50,8 @@ class LLImageGL; class LLRenderTarget; class LLTexture ; +#define LL_MATRIX_STACK_DEPTH 32 + class LLTexUnit { friend class LLRender; @@ -308,6 +312,18 @@ public: BF_UNDEF } eBlendFactor; + typedef enum + { + MM_MODELVIEW = 0, + MM_PROJECTION, + MM_TEXTURE0, + MM_TEXTURE1, + MM_TEXTURE2, + MM_TEXTURE3, + NUM_MATRIX_MODES, + MM_TEXTURE + } eMatrixMode; + LLRender(); ~LLRender(); void init() ; @@ -319,8 +335,19 @@ public: void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z); void scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z); + void rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z); + void ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar); + void pushMatrix(); void popMatrix(); + void loadMatrix(const GLfloat* m); + void loadMatrix(const GLdouble* m); + void loadIdentity(); + void multMatrix(const GLfloat* m); + void multMatrix(const GLdouble* m); + void matrixMode(U32 mode); + + void syncMatrices(); void translateUI(F32 x, F32 y, F32 z); void scaleUI(F32 x, F32 y, F32 z); @@ -397,7 +424,14 @@ public: static U32 sUIVerts; private: - bool mDirty; + U32 mMatrixMode; + U32 mMatIdx[NUM_MATRIX_MODES]; + U32 mMatHash[NUM_MATRIX_MODES]; + glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH]; + + U32 mCurMatHash[NUM_MATRIX_MODES]; + + bool mDirty; U32 mCount; U32 mMode; U32 mCurrTextureUnitIndex; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index bb8f067e8d..090da765ac 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -63,10 +63,8 @@ U32 LLVertexBuffer::sAllocatedBytes = 0; BOOL LLVertexBuffer::sMapped = FALSE; BOOL LLVertexBuffer::sUseStreamDraw = TRUE; BOOL LLVertexBuffer::sPreferStreamDraw = FALSE; - std::vector LLVertexBuffer::sDeleteList; - const U32 FENCE_WAIT_TIME_NANOSECONDS = 10000; //1 ms class LLGLSyncFence : public LLGLFence @@ -149,6 +147,7 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = GL_LINE_LOOP, }; + //static void LLVertexBuffer::setupClientArrays(U32 data_mask) { @@ -356,6 +355,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, const std::vector& norm) { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + gGL.syncMatrices(); U32 count = pos.size(); llassert_always(norm.size() >= pos.size()); @@ -394,6 +394,8 @@ void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVecto { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + gGL.syncMatrices(); + U32 mask = LLVertexBuffer::MAP_VERTEX; if (tc) { @@ -465,6 +467,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi { validateRange(start, end, count, indices_offset); + gGL.syncMatrices(); + llassert(mRequestedNumVerts >= 0); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); @@ -497,6 +501,8 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + gGL.syncMatrices(); + llassert(mRequestedNumIndices >= 0); if (indices_offset >= (U32) mRequestedNumIndices || indices_offset + count > (U32) mRequestedNumIndices) @@ -530,7 +536,9 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); - + + gGL.syncMatrices(); + llassert(mRequestedNumVerts >= 0); if (first >= (U32) mRequestedNumVerts || first + count > (U32) mRequestedNumVerts) diff --git a/indra/llui/llaccordionctrltab.cpp b/indra/llui/llaccordionctrltab.cpp index 6afe276379..e832b6bbeb 100644 --- a/indra/llui/llaccordionctrltab.cpp +++ b/indra/llui/llaccordionctrltab.cpp @@ -973,7 +973,7 @@ void LLAccordionCtrlTab::drawChild(const LLRect& root_rect,LLView* child) if ( root_rect.overlaps(screen_rect) && LLUI::sDirtyRect.overlaps(screen_rect)) { - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); LLUI::pushMatrix(); { LLUI::translate((F32)child->getRect().mLeft, (F32)child->getRect().mBottom, 0.f); diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp index 58ba9e05f5..b7894f5bf7 100644 --- a/indra/llui/llui.cpp +++ b/indra/llui/llui.cpp @@ -150,11 +150,11 @@ void gl_state_for_2d(S32 width, S32 height) F32 window_width = (F32) width;//gViewerWindow->getWindowWidth(); F32 window_height = (F32) height;//gViewerWindow->getWindowHeight(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadIdentity(); + gGL.ortho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadIdentity(); stop_glerror(); } diff --git a/indra/llui/llview.cpp b/indra/llui/llview.cpp index 659a54cc6e..c16481c1c8 100644 --- a/indra/llui/llview.cpp +++ b/indra/llui/llview.cpp @@ -1433,7 +1433,7 @@ void LLView::drawChild(LLView* childp, S32 x_offset, S32 y_offset, BOOL force_dr if ((childp->getVisible() && childp->getRect().isValid()) || force_draw) { - glMatrixMode(GL_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); LLUI::pushMatrix(); { LLUI::translate((F32)childp->getRect().mLeft + x_offset, (F32)childp->getRect().mBottom + y_offset, 0.f); 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. --- indra/llrender/llglslshader.cpp | 4 + indra/llrender/llglslshader.h | 3 +- indra/llrender/llrender.cpp | 106 ++++++++++++++++++--- .../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 +- 96 files changed, 847 insertions(+), 297 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 61648e527d..95ce227171 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -76,6 +76,10 @@ hasAlphaMask(false) LLGLSLShader::LLGLSLShader() : mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE) { + for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) + { + mMatHash[i] = 0xFFFFFFFF; + } } void LLGLSLShader::unload() diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 558ea66b50..c1765e2701 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -117,7 +117,6 @@ public: GLint getAttribLocation(U32 attrib); GLint mapUniformTextureChannel(GLint location, GLenum type); - //enable/disable texture channel for specified uniform //if given texture uniform is active in the shader, //the corresponding channel will be active upon return @@ -132,6 +131,8 @@ public: // Unbinds any previously bound shader by explicitly binding no shader. static void bindNoShader(void); + U32 mMatHash[LLRender::NUM_MATRIX_MODES]; + GLhandleARB mProgramObject; std::vector mAttribute; //lookup table of attribute enum to attribute channel std::vector mUniform; //lookup table of uniform enum to uniform location diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 27d25c0d3a..359e6fd560 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1018,6 +1018,8 @@ void LLRender::refreshState(void) void LLRender::syncMatrices() { + stop_glerror(); + GLenum mode[] = { GL_MODELVIEW, @@ -1028,27 +1030,105 @@ void LLRender::syncMatrices() GL_TEXTURE, }; - for (U32 i = 0; i < 2; ++i) + std::string name[] = + { + "modelview_matrix", + "projection_matrix", + "texture_matrix0", + "texture_matrix1", + "texture_matrix2", + "texture_matrix3", + }; + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) { - if (mMatHash[i] != mCurMatHash[i]) + + llassert(shader); + + bool do_normal = false; + bool do_mvp = false; + + for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) { - glMatrixMode(mode[i]); - glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); - mCurMatHash[i] = mMatHash[i]; + if (mMatHash[i] != shader->mMatHash[i]) + { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->mMatHash[i] = mMatHash[i]; + + if (i == MM_MODELVIEW) + { + do_normal = true; + do_mvp = true; + } + else if (i == MM_PROJECTION) + { + do_mvp = true; + } + } } - } - for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + if (do_normal) + { + S32 loc = shader->getUniformLocation("normal_matrix"); + if (loc > -1) + { + U32 i = MM_MODELVIEW; + + glh::matrix4f norm = mMatrix[i][mMatIdx[i]].inverse().transpose(); + + F32 norm_mat[] = + { + norm.m[0], norm.m[1], norm.m[2], + norm.m[4], norm.m[5], norm.m[6], + norm.m[8], norm.m[9], norm.m[10] + }; + + shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat); + } + } + + if (do_mvp) + { + S32 loc = shader->getUniformLocation("modelview_projection_matrix"); + if (loc > -1) + { + U32 mv = MM_MODELVIEW; + U32 proj = MM_PROJECTION; + + glh::matrix4f mvp = mMatrix[mv][mMatIdx[mv]]; + mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + + shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m); + } + } + } + else { - if (mMatHash[i] != mCurMatHash[i]) + for (U32 i = 0; i < 2; ++i) { - gGL.getTexUnit(i-2)->activate(); - glMatrixMode(mode[i]); - glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); - mCurMatHash[i] = mMatHash[i]; + if (mMatHash[i] != mCurMatHash[i]) + { + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + + for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + gGL.getTexUnit(i-2)->activate(); + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } } } - + + stop_glerror(); } void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) 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. --- indra/llrender/llrender.cpp | 109 +++++++++++++++++++-- indra/llrender/llrender.h | 5 + .../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 +++++--- 20 files changed, 294 insertions(+), 127 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 359e6fd560..bebf1455d3 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -840,7 +840,10 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) if (mDiffuse != diffuse) { mDiffuse = diffuse; - glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV); + } } } @@ -849,7 +852,10 @@ void LLLightState::setAmbient(const LLColor4& ambient) if (mAmbient != ambient) { mAmbient = ambient; - glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV); + } } } @@ -858,7 +864,10 @@ void LLLightState::setSpecular(const LLColor4& specular) if (mSpecular != specular) { mSpecular = specular; - glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV); + } } } @@ -866,7 +875,20 @@ void LLLightState::setPosition(const LLVector4& position) { //always set position because modelview matrix may have changed mPosition = position; - glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV); + } + else + { //transform position by current modelview matrix + glh::vec4f pos(position.mV); + + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_vec(pos); + + mPosition.set(pos.v); + } + } void LLLightState::setConstantAttenuation(const F32& atten) @@ -874,7 +896,10 @@ void LLLightState::setConstantAttenuation(const F32& atten) if (mConstantAtten != atten) { mConstantAtten = atten; - glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten); + } } } @@ -883,7 +908,10 @@ void LLLightState::setLinearAttenuation(const F32& atten) if (mLinearAtten != atten) { mLinearAtten = atten; - glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten); + } } } @@ -892,7 +920,10 @@ void LLLightState::setQuadraticAttenuation(const F32& atten) if (mQuadraticAtten != atten) { mQuadraticAtten = atten; - glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten); + } } } @@ -901,7 +932,10 @@ void LLLightState::setSpotExponent(const F32& exponent) if (mSpotExponent != exponent) { mSpotExponent = exponent; - glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent); + } } } @@ -910,7 +944,10 @@ void LLLightState::setSpotCutoff(const F32& cutoff) if (mSpotCutoff != cutoff) { mSpotCutoff = cutoff; - glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff); + } } } @@ -918,7 +955,19 @@ void LLLightState::setSpotDirection(const LLVector3& direction) { //always set direction because modelview matrix may have changed mSpotDirection = direction; - glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV); + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV); + } + else + { //transform direction by current modelview matrix + glh::vec3f dir(direction.mV); + + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_dir(dir); + + mSpotDirection.set(direction); + } } LLRender::LLRender() @@ -1016,6 +1065,36 @@ void LLRender::refreshState(void) mDirty = false; } +void LLRender::syncLightState() +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (!shader) + { + return; + } + + LLVector4 position[8]; + LLVector3 direction[8]; + LLVector3 attenuation[8]; + LLVector3 diffuse[8]; + + for (U32 i = 0; i < 8; i++) + { + LLLightState* light = mLightState[i]; + + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; + attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); + diffuse[i].set(light->mDiffuse.mV); + } + + shader->uniform4fv("light_position", 8, position[0].mV); + shader->uniform3fv("light_direction", 8, direction[0].mV); + shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); + shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); +} + void LLRender::syncMatrices() { stop_glerror(); @@ -1103,6 +1182,11 @@ void LLRender::syncMatrices() shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m); } } + + if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting) + { //also sync light state + syncLightState(); + } } else { @@ -1274,6 +1358,11 @@ void LLRender::loadIdentity() mMatHash[mMatrixMode]++; } +const glh::matrix4f& LLRender::getModelviewMatrix() +{ + return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; +} + void LLRender::translateUI(F32 x, F32 y, F32 z) { if (mUIOffset.empty()) diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 465c16f0de..0805ebb61a 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -239,6 +239,8 @@ public: void setSpotDirection(const LLVector3& direction); protected: + friend class LLRender; + S32 mIndex; bool mEnabled; LLColor4 mDiffuse; @@ -347,7 +349,10 @@ public: void multMatrix(const GLdouble* m); void matrixMode(U32 mode); + const glh::matrix4f& getModelviewMatrix(); + void syncMatrices(); + void syncLightState(); void translateUI(F32 x, F32 y, F32 z); void scaleUI(F32 x, F32 y, F32 z); 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 4fea7dcb3ef35cae9e31ba467403d31ce9083905 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 17:10:33 -0500 Subject: SH-2243 work in progress -- use a hash check to avoid redundantly setting light state --- indra/llrender/llglslshader.cpp | 1 + indra/llrender/llglslshader.h | 1 + indra/llrender/llrender.cpp | 60 ++++++++++++++++++++++++++++------------- indra/llrender/llrender.h | 4 ++- 4 files changed, 46 insertions(+), 20 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 95ce227171..2488e4c539 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -80,6 +80,7 @@ LLGLSLShader::LLGLSLShader() { mMatHash[i] = 0xFFFFFFFF; } + mLightHash = 0xFFFFFFFF; } void LLGLSLShader::unload() diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index c1765e2701..04dc594d87 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -132,6 +132,7 @@ public: static void bindNoShader(void); U32 mMatHash[LLRender::NUM_MATRIX_MODES]; + U32 mLightHash; GLhandleARB mProgramObject; std::vector mAttribute; //lookup table of attribute enum to attribute channel diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index bebf1455d3..5f5b76d425 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -814,14 +814,16 @@ LLLightState::LLLightState(S32 index) mAmbient.set(0,0,0,1); mPosition.set(0,0,1,0); mSpotDirection.set(0,0,-1); - } void LLLightState::enable() { if (!mEnabled) { - glEnable(GL_LIGHT0+mIndex); + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHT0+mIndex); + } mEnabled = true; } } @@ -830,7 +832,10 @@ void LLLightState::disable() { if (mEnabled) { - glDisable(GL_LIGHT0+mIndex); + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHT0+mIndex); + } mEnabled = false; } } @@ -839,6 +844,7 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) { if (mDiffuse != diffuse) { + ++gGL.mLightHash; mDiffuse = diffuse; if (!LLGLSLShader::sNoFixedFunction) { @@ -851,6 +857,7 @@ void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) { + ++gGL.mLightHash; mAmbient = ambient; if (!LLGLSLShader::sNoFixedFunction) { @@ -863,6 +870,7 @@ void LLLightState::setSpecular(const LLColor4& specular) { if (mSpecular != specular) { + ++gGL.mLightHash; mSpecular = specular; if (!LLGLSLShader::sNoFixedFunction) { @@ -874,6 +882,7 @@ void LLLightState::setSpecular(const LLColor4& specular) void LLLightState::setPosition(const LLVector4& position) { //always set position because modelview matrix may have changed + ++gGL.mLightHash; mPosition = position; if (!LLGLSLShader::sNoFixedFunction) { @@ -896,6 +905,7 @@ void LLLightState::setConstantAttenuation(const F32& atten) if (mConstantAtten != atten) { mConstantAtten = atten; + ++gGL.mLightHash; if (!LLGLSLShader::sNoFixedFunction) { glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten); @@ -907,6 +917,7 @@ void LLLightState::setLinearAttenuation(const F32& atten) { if (mLinearAtten != atten) { + ++gGL.mLightHash; mLinearAtten = atten; if (!LLGLSLShader::sNoFixedFunction) { @@ -919,6 +930,7 @@ void LLLightState::setQuadraticAttenuation(const F32& atten) { if (mQuadraticAtten != atten) { + ++gGL.mLightHash; mQuadraticAtten = atten; if (!LLGLSLShader::sNoFixedFunction) { @@ -931,6 +943,7 @@ void LLLightState::setSpotExponent(const F32& exponent) { if (mSpotExponent != exponent) { + ++gGL.mLightHash; mSpotExponent = exponent; if (!LLGLSLShader::sNoFixedFunction) { @@ -943,6 +956,7 @@ void LLLightState::setSpotCutoff(const F32& cutoff) { if (mSpotCutoff != cutoff) { + ++gGL.mLightHash; mSpotCutoff = cutoff; if (!LLGLSLShader::sNoFixedFunction) { @@ -954,6 +968,7 @@ void LLLightState::setSpotCutoff(const F32& cutoff) void LLLightState::setSpotDirection(const LLVector3& direction) { //always set direction because modelview matrix may have changed + ++gGL.mLightHash; mSpotDirection = direction; if (!LLGLSLShader::sNoFixedFunction) { @@ -1009,6 +1024,8 @@ LLRender::LLRender() mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; } + + mLightHash = 0; } LLRender::~LLRender() @@ -1074,25 +1091,30 @@ void LLRender::syncLightState() return; } - LLVector4 position[8]; - LLVector3 direction[8]; - LLVector3 attenuation[8]; - LLVector3 diffuse[8]; - - for (U32 i = 0; i < 8; i++) + if (shader->mLightHash != mLightHash) { - LLLightState* light = mLightState[i]; + shader->mLightHash = mLightHash; - position[i] = light->mPosition; - direction[i] = light->mSpotDirection; - attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); - diffuse[i].set(light->mDiffuse.mV); - } + LLVector4 position[8]; + LLVector3 direction[8]; + LLVector3 attenuation[8]; + LLVector3 diffuse[8]; + + for (U32 i = 0; i < 8; i++) + { + LLLightState* light = mLightState[i]; - shader->uniform4fv("light_position", 8, position[0].mV); - shader->uniform3fv("light_direction", 8, direction[0].mV); - shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); - shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; + attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); + diffuse[i].set(light->mDiffuse.mV); + } + + shader->uniform4fv("light_position", 8, position[0].mV); + shader->uniform3fv("light_direction", 8, direction[0].mV); + shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); + shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); + } } void LLRender::syncMatrices() diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 0805ebb61a..3f319022f6 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -429,12 +429,14 @@ public: static U32 sUIVerts; private: + friend class LLLightState; + U32 mMatrixMode; U32 mMatIdx[NUM_MATRIX_MODES]; U32 mMatHash[NUM_MATRIX_MODES]; glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH]; - U32 mCurMatHash[NUM_MATRIX_MODES]; + U32 mLightHash; bool mDirty; U32 mCount; -- 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 --- indra/llrender/llshadermgr.cpp | 39 +++++++++++++++++++--- .../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 +++--- 225 files changed, 1465 insertions(+), 975 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index db3d7becd9..889b436ac5 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -477,7 +477,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) } else { - LL_DEBUGS("ShaderLoading") << log << LL_ENDL; + LL_INFOS("ShaderLoading") << log << LL_ENDL; } } } @@ -546,11 +546,39 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup("#version 120\n"); text[count++] = strdup("#define FXAA_GLSL_120 1\n"); text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n"); + text[count++] = strdup("#define ATTRIBUTE attribute\n"); + text[count++] = strdup("#define VARYING varying\n"); } else - { //set version to 1.30 - text[count++] = strdup("#version 130\n"); + { + if (gGLManager.mGLVersion < 4.f) + { + //set version to 1.30 + text[count++] = strdup("#version 130\n"); + } + else + { //set version to 400 + text[count++] = strdup("#version 400\n"); + } + text[count++] = strdup("#define FXAA_GLSL_130 1\n"); + + text[count++] = strdup("#define ATTRIBUTE in\n"); + + if (type == GL_VERTEX_SHADER_ARB) + { //"varying" state is "out" in a vertex program, "in" in a fragment program + // ("varying" is deprecated after version 1.20) + text[count++] = strdup("#define VARYING out\n"); + } + else + { + text[count++] = strdup("#define VARYING in\n"); + } + + //backwards compatibility with legacy texture lookup syntax + text[count++] = strdup("#define textureCube texture\n"); + text[count++] = strdup("#define texture2DLod textureLod\n"); + text[count++] = strdup("#define shadow2D texture\n"); } //copy preprocessor definitions into buffer @@ -574,7 +602,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade . uniform sampler2D texN; - varying float vary_texture_index; + VARYING float vary_texture_index; vec4 diffuseLookup(vec2 texcoord) { @@ -600,7 +628,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup(decl.c_str()); } - text[count++] = strdup("varying float vary_texture_index;\n"); + text[count++] = strdup("VARYING float vary_texture_index;\n"); text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); text[count++] = strdup("{\n"); @@ -716,6 +744,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade if (i % 128 == 0) { //dump every 128 lines + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; ostr = std::stringstream(); } 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 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') 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. --- indra/llrender/llrender.cpp | 14 +++++++++++++ indra/llrender/llrender.h | 4 +++- .../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 +++++++--------------- 9 files changed, 38 insertions(+), 38 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 5f5b76d425..f0d59d0eaf 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1114,6 +1114,7 @@ void LLRender::syncLightState() shader->uniform3fv("light_direction", 8, direction[0].mV); shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); + shader->uniform4fv("light_ambient", 1, mAmbientLightColor.mV); } } @@ -1638,6 +1639,19 @@ LLLightState* LLRender::getLight(U32 index) return NULL; } +void LLRender::setAmbientLightColor(const LLColor4& color) +{ + if (color != mAmbientLightColor) + { + ++mLightHash; + mAmbientLightColor = color; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.mV); + } + } +} + bool LLRender::verifyTexUnitActive(U32 unitToVerify) { if (mCurrTextureUnitIndex == unitToVerify) diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 3f319022f6..7d636060f5 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -406,7 +406,8 @@ public: eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor); LLLightState* getLight(U32 index); - + void setAmbientLightColor(const LLColor4& color); + LLTexUnit* getTexUnit(U32 index); U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; } @@ -437,6 +438,7 @@ private: glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH]; U32 mCurMatHash[NUM_MATRIX_MODES]; U32 mLightHash; + LLColor4 mAmbientLightColor; bool mDirty; U32 mCount; 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') 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/llrender/llcubemap.cpp | 5 +++-- indra/llrender/llgl.cpp | 19 ++++++++++++++++--- indra/llrender/llimagegl.cpp | 4 +++- indra/newview/lldrawpoolterrain.cpp | 13 +++---------- indra/newview/llvosky.cpp | 5 ++++- indra/newview/pipeline.cpp | 16 +++++++++++++--- 6 files changed, 42 insertions(+), 20 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llcubemap.cpp b/indra/llrender/llcubemap.cpp index 5eb29efbfa..a75f01c708 100644 --- a/indra/llrender/llcubemap.cpp +++ b/indra/llrender/llcubemap.cpp @@ -36,6 +36,7 @@ #include "m4math.h" #include "llrender.h" +#include "llglslshader.h" #include "llglheaders.h" @@ -195,7 +196,7 @@ void LLCubeMap::enableTexture(S32 stage) void LLCubeMap::enableTextureCoords(S32 stage) { mTextureCoordStage = stage; - if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps) + if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps) { if (stage > 0) { @@ -237,7 +238,7 @@ void LLCubeMap::disableTexture(void) void LLCubeMap::disableTextureCoords(void) { - if (gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps) + if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps) { if (mTextureCoordStage > 0) { diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 1667afe179..32d8b105a3 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -1783,17 +1783,30 @@ LLGLState::LLGLState(LLGLenum state, S32 enabled) : mState(state), mWasEnabled(FALSE), mIsEnabled(FALSE) { if (LLGLSLShader::sNoFixedFunction) - { //always disable state that's deprecated post GL 3.0 + { //always ignore state that's deprecated post GL 3.0 switch (state) { case GL_ALPHA_TEST: - enabled = 0; + case GL_RESCALE_NORMAL: + case GL_NORMALIZE: + case GL_TEXTURE_GEN_R: + case GL_TEXTURE_GEN_S: + case GL_TEXTURE_GEN_T: + case GL_TEXTURE_GEN_Q: + case GL_VERTEX_PROGRAM_TWO_SIDE: + case GL_LIGHTING: + case GL_COLOR_MATERIAL: + case GL_CLAMP_VERTEX_COLOR: + case GL_CLAMP_FRAGMENT_COLOR: + case GL_FOG: + case GL_LINE_STIPPLE: + mState = 0; break; } } stop_glerror(); - if (state) + if (mState) { mWasEnabled = sStateMap[state]; llassert(mWasEnabled == glIsEnabled(state)); diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 7188b0fa44..128773df5a 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -36,7 +36,9 @@ #include "llmath.h" #include "llgl.h" +#include "llglslshader.h" #include "llrender.h" + //---------------------------------------------------------------------------- const F32 MIN_TEXTURE_LIFETIME = 10.f; @@ -723,7 +725,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } else if (!is_compressed) { - if (mAutoGenMips) + if (mAutoGenMips && !LLGLSLShader::sNoFixedFunction) //auto-generating mipmaps is deprecated in GL 3.0 { glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); stop_glerror(); 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 861b7eba60ab71c5f9c68e46e207d8767d3e07f7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2011 19:02:21 -0500 Subject: SH-2243 fix for mac build --- indra/llrender/llgl.cpp | 4 ---- indra/llrender/llimagegl.cpp | 2 +- 2 files changed, 1 insertion(+), 5 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 32d8b105a3..771693f2f0 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -1787,17 +1787,13 @@ LLGLState::LLGLState(LLGLenum state, S32 enabled) : switch (state) { case GL_ALPHA_TEST: - case GL_RESCALE_NORMAL: case GL_NORMALIZE: case GL_TEXTURE_GEN_R: case GL_TEXTURE_GEN_S: case GL_TEXTURE_GEN_T: case GL_TEXTURE_GEN_Q: - case GL_VERTEX_PROGRAM_TWO_SIDE: case GL_LIGHTING: case GL_COLOR_MATERIAL: - case GL_CLAMP_VERTEX_COLOR: - case GL_CLAMP_FRAGMENT_COLOR: case GL_FOG: case GL_LINE_STIPPLE: mState = 0; diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 128773df5a..0fb4a7784a 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -725,7 +725,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } else if (!is_compressed) { - if (mAutoGenMips && !LLGLSLShader::sNoFixedFunction) //auto-generating mipmaps is deprecated in GL 3.0 + if (mAutoGenMips) //auto-generating mipmaps is deprecated in GL 3.0 { glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); 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') 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. --- indra/llrender/llglslshader.cpp | 1 + indra/llui/llui.cpp | 14 ++- .../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 ++++--- 11 files changed, 251 insertions(+), 36 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') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 2488e4c539..0dcf563491 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -1000,6 +1000,7 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum) { + gGL.flush(); uniform1f("minimum_alpha", minimum); uniform1f("maximum_alpha", maximum); } diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp index b7894f5bf7..212672b809 100644 --- a/indra/llui/llui.cpp +++ b/indra/llui/llui.cpp @@ -992,10 +992,18 @@ void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha) // ...gray squares gGL.color4f( .7f, .7f, .7f, alpha ); gGL.flush(); - glPolygonStipple( checkerboard ); - LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE); - gl_rect_2d(rect); + if (!LLGLSLShader::sNoFixedFunction) + { //polygon stipple is deprecated + glPolygonStipple( checkerboard ); + + LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE); + gl_rect_2d(rect); + } + else + { + gl_rect_2d(rect); + } gGL.flush(); } 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/llrender/llgl.cpp | 13 +++++++++++++ indra/llrender/llglheaders.h | 2 ++ indra/llrender/llrender.cpp | 1 + indra/llrender/llrender.h | 1 + indra/llwindow/llwindowwin32.cpp | 28 ++++++++++++++++++++++++++++ indra/newview/app_settings/settings.xml | 11 +++++++++++ indra/newview/llappviewer.cpp | 2 ++ 7 files changed, 58 insertions(+) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 771693f2f0..718de346f6 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -249,6 +249,10 @@ PFNGLGETUNIFORMFVARBPROC glGetUniformfvARB = NULL; PFNGLGETUNIFORMIVARBPROC glGetUniformivARB = NULL; PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB = NULL; +#if LL_WINDOWS +PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; +#endif + // vertex shader prototypes #if LL_LINUX || LL_SOLARIS PFNGLVERTEXATTRIB1DARBPROC glVertexAttrib1dARB = NULL; @@ -409,6 +413,15 @@ void LLGLManager::initWGL() LL_WARNS("RenderInit") << "No ARB pixel format extensions" << LL_ENDL; } + if (ExtensionExists("WGL_ARB_create_context",gGLHExts.mSysExts)) + { + GLH_EXT_NAME(wglCreateContextAttribsARB) = (PFNWGLCREATECONTEXTATTRIBSARBPROC)GLH_EXT_GET_PROC_ADDRESS("wglCreateContextAttribsARB"); + } + else + { + LL_WARNS("RenderInit") << "No ARB create context extensions" << LL_ENDL; + } + if (ExtensionExists("WGL_EXT_swap_control", gGLHExts.mSysExts)) { GLH_EXT_NAME(wglSwapIntervalEXT) = (PFNWGLSWAPINTERVALEXTPROC)GLH_EXT_GET_PROC_ADDRESS("wglSwapIntervalEXT"); diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index 851a75629e..f319009bc8 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -531,6 +531,8 @@ extern PFNGLSAMPLEMASKIPROC glSampleMaski; #include "GL/glext.h" #include "GL/glh_extensions.h" +// WGL_ARB_create_context +extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB; // GL_ARB_vertex_buffer_object extern PFNGLBINDBUFFERARBPROC glBindBufferARB; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index f0d59d0eaf..efeb7709a4 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -47,6 +47,7 @@ S32 gGLViewport[4]; U32 LLRender::sUICalls = 0; U32 LLRender::sUIVerts = 0; U32 LLTexUnit::sWhiteTexture = 0; +bool LLRender::sGLCoreProfile = false; static const U32 LL_NUM_TEXTURE_LAYERS = 32; static const U32 LL_NUM_LIGHT_UNITS = 8; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 7d636060f5..44d9ec1f15 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -428,6 +428,7 @@ public: public: static U32 sUICalls; static U32 sUIVerts; + static bool sGLCoreProfile; private: friend class LLLightState; diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 1239e2d40b..2ba14f8f6e 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -1122,6 +1122,34 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO gGLManager.initWGL(); + if (wglCreateContextAttribsARB && LLRender::sGLCoreProfile) + { + S32 attribs[] = + { + WGL_CONTEXT_MAJOR_VERSION_ARB, 4, + WGL_CONTEXT_MINOR_VERSION_ARB, 0, + WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, + 0 + }; + + HGLRC res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + + if (!res) + { + attribs[1] = 3; + attribs[3] = 1; + + res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + } + + if (res) + { + wglMakeCurrent(mhDC, res); + wglDeleteContext(mhRC); + mhRC = res; + } + } + if (wglChoosePixelFormatARB) { // OK, at this point, use the ARB wglChoosePixelFormatsARB function to see if we 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 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/llrender/llfontgl.cpp | 2 +- indra/llrender/llgl.cpp | 102 ++++++++++++++-- indra/llrender/llgl.h | 2 + indra/llrender/llglheaders.h | 13 ++ indra/llrender/llglslshader.cpp | 7 ++ indra/llrender/llimagegl.cpp | 99 +++++++++++++-- indra/llrender/llrender.cpp | 205 +++++++++++++++++++++++++++++--- indra/llrender/llrender.h | 1 + indra/llrender/llvertexbuffer.cpp | 191 +++++++++++++++++++++++------ indra/llrender/llvertexbuffer.h | 10 +- indra/llwindow/llwindowwin32.cpp | 61 +++++----- 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 +------ 20 files changed, 615 insertions(+), 247 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llfontgl.cpp b/indra/llrender/llfontgl.cpp index 607473d416..54f72d103e 100644 --- a/indra/llrender/llfontgl.cpp +++ b/indra/llrender/llfontgl.cpp @@ -329,7 +329,7 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons if (glyph_count >= GLYPH_BATCH_SIZE) { - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); } diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 718de346f6..6875674e79 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -67,6 +67,22 @@ static const std::string HEADLESS_VERSION_STRING("1.0"); std::ofstream gFailLog; +void APIENTRY gl_debug_callback(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const GLchar* message, + GLvoid* userParam) +{ + llwarns << "----- GL ERROR --------" << llendl; + llwarns << "Type: " << std::hex << type << llendl; + llwarns << "ID: " << std::hex << id << llendl; + llwarns << "Severity: " << std::hex << severity << llendl; + llwarns << "Message: " << message << llendl; + llwarns << "-----------------------" << llendl; +} + void ll_init_fail_log(std::string filename) { gFailLog.open(filename.c_str()); @@ -110,6 +126,9 @@ std::list LLGLUpdate::sGLQ; #if (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS // ATI prototypes + +PFNGLGETSTRINGIPROC glGetStringi = NULL; + // vertex blending prototypes PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB = NULL; PFNGLVERTEXBLENDARBPROC glVertexBlendARB = NULL; @@ -128,6 +147,12 @@ PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL; PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL; PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL; +//GL_ARB_vertex_array_object +PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL; +PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL; +PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL; +PFNGLISVERTEXARRAYPROC glIsVertexArray = NULL; + // GL_ARB_map_buffer_range PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL; PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL; @@ -197,10 +222,16 @@ PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL; PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL; //GL_ARB_texture_multisample -PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample; -PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample; -PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv; -PFNGLSAMPLEMASKIPROC glSampleMaski; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample = NULL; +PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv = NULL; +PFNGLSAMPLEMASKIPROC glSampleMaski = NULL; + +//GL_ARB_debug_output +PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB = NULL; +PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB = NULL; +PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB = NULL; +PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL; // GL_EXT_blend_func_separate PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL; @@ -353,6 +384,7 @@ LLGLManager::LLGLManager() : mHasBlendFuncSeparate(FALSE), mHasSync(FALSE), mHasVertexBufferObject(FALSE), + mHasVertexArrayObject(FALSE), mHasMapBufferRange(FALSE), mHasFlushBufferRange(FALSE), mHasPBuffer(FALSE), @@ -374,6 +406,7 @@ LLGLManager::LLGLManager() : mHasAnisotropic(FALSE), mHasARBEnvCombine(FALSE), mHasCubeMap(FALSE), + mHasDebugOutput(FALSE), mIsATI(FALSE), mIsNVIDIA(FALSE), @@ -451,13 +484,39 @@ bool LLGLManager::initGL() LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL; } - GLint alpha_bits; - glGetIntegerv( GL_ALPHA_BITS, &alpha_bits ); - if( 8 != alpha_bits ) + if (!glGetStringi) { - LL_WARNS("RenderInit") << "Frame buffer has less than 8 bits of alpha. Avatar texture compositing will fail." << LL_ENDL; + glGetStringi = (PFNGLGETSTRINGIPROC) GLH_EXT_GET_PROC_ADDRESS("glGetStringi"); } + //reload extensions string (may have changed after using wglCreateContextAttrib) + if (glGetStringi) + { + std::stringstream str; + + GLint count = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &count); + for (GLint i = 0; i < count; ++i) + { + str << (const char*) glGetStringi(GL_EXTENSIONS, i) << " "; + } + +#if LL_WINDOWS + { + PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = 0; + wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB"); + if(wglGetExtensionsStringARB) + { + str << (const char*) wglGetExtensionsStringARB(wglGetCurrentDC()); + } + } +#endif + free(gGLHExts.mSysExts); + std::string extensions = str.str(); + gGLHExts.mSysExts = strdup(extensions.c_str()); + + } + // Extract video card strings and convert to upper case to // work around driver-to-driver variation in capitalization. mGLVendor = std::string((const char *)glGetString(GL_VENDOR)); @@ -595,6 +654,12 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } + if (mHasDebugOutput && gDebugGL) + { //setup debug output callback + glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + } + //HACK always disable texture multisample, use FXAA instead mHasTextureMultisample = FALSE; #if LL_WINDOWS @@ -789,7 +854,7 @@ void LLGLManager::initExtensions() mHasVertexShader = FALSE; mHasFragmentShader = FALSE; mHasTextureRectangle = FALSE; -#else // LL_MESA_HEADLESS +#else // LL_MESA_HEADLESS //important, gGLHExts.mSysExts is uninitialized until after glh_init_extensions is called mHasMultitexture = glh_init_extensions("GL_ARB_multitexture"); mHasATIMemInfo = ExtensionExists("GL_ATI_meminfo", gGLHExts.mSysExts); mHasNVXMemInfo = ExtensionExists("GL_NVX_gpu_memory_info", gGLHExts.mSysExts); @@ -803,6 +868,7 @@ void LLGLManager::initExtensions() mHasOcclusionQuery = ExtensionExists("GL_ARB_occlusion_query", gGLHExts.mSysExts); mHasOcclusionQuery2 = ExtensionExists("GL_ARB_occlusion_query2", gGLHExts.mSysExts); mHasVertexBufferObject = ExtensionExists("GL_ARB_vertex_buffer_object", gGLHExts.mSysExts); + mHasVertexArrayObject = ExtensionExists("GL_ARB_vertex_array_object", gGLHExts.mSysExts); mHasSync = ExtensionExists("GL_ARB_sync", gGLHExts.mSysExts); mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts); mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range", gGLHExts.mSysExts); @@ -821,6 +887,7 @@ void LLGLManager::initExtensions() mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts); mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts); mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts); + mHasDebugOutput = ExtensionExists("GL_ARB_debug_output", gGLHExts.mSysExts); #if !LL_DARWIN mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts); #endif @@ -1000,6 +1067,13 @@ void LLGLManager::initExtensions() mHasVertexBufferObject = FALSE; } } + if (mHasVertexArrayObject) + { + glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glBindVertexArray"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteVertexArrays"); + glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenVertexArrays"); + glIsVertexArray = (PFNGLISVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glIsVertexArray"); + } if (mHasSync) { glFenceSync = (PFNGLFENCESYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glFenceSync"); @@ -1054,6 +1128,13 @@ void LLGLManager::initExtensions() glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv"); glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski"); } + if (mHasDebugOutput) + { + glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageControlARB"); + glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageInsertARB"); + glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageCallbackARB"); + glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) GLH_EXT_GET_PROC_ADDRESS("glGetDebugMessageLogARB"); + } #if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS // This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements"); @@ -1341,9 +1422,6 @@ void LLGLState::initClass() //make sure multisample defaults to disabled sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE; glDisable(GL_MULTISAMPLE_ARB); - - sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE; - glDisable(GL_MULTISAMPLE_ARB); } //static diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 495e523c31..dee7ec0739 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -88,6 +88,7 @@ public: // ARB Extensions BOOL mHasVertexBufferObject; + BOOL mHasVertexArrayObject; BOOL mHasSync; BOOL mHasMapBufferRange; BOOL mHasFlushBufferRange; @@ -112,6 +113,7 @@ public: BOOL mHasAnisotropic; BOOL mHasARBEnvCombine; BOOL mHasCubeMap; + BOOL mHasDebugOutput; // Vendor-specific extensions BOOL mIsATI; diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index f319009bc8..ede1983651 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -533,6 +533,7 @@ extern PFNGLSAMPLEMASKIPROC glSampleMaski; // WGL_ARB_create_context extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB; +extern PFNGLGETSTRINGIPROC glGetStringi; // GL_ARB_vertex_buffer_object extern PFNGLBINDBUFFERARBPROC glBindBufferARB; @@ -547,6 +548,12 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB; extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB; extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB; +// GL_ARB_vertex_array_object +extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +extern PFNGLISVERTEXARRAYPROC glIsVertexArray; + // GL_ARB_sync extern PFNGLFENCESYNCPROC glFenceSync; extern PFNGLISSYNCPROC glIsSync; @@ -737,6 +744,12 @@ extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample; extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv; extern PFNGLSAMPLEMASKIPROC glSampleMaski; +//GL_ARB_debug_output +extern PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB; +extern PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB; +extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB; +extern PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB; + #elif LL_DARWIN //---------------------------------------------------------------------------- // LL_DARWIN diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 0dcf563491..da4658dc03 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -243,6 +243,13 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) BOOL LLGLSLShader::mapAttributes(const vector * attributes) { + //before linking, make sure reserved attributes always have consistent locations + for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) + { + const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); + glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name); + } + //link the program BOOL res = link(); diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 0fb4a7784a..4da796dd1e 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -725,7 +725,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } else if (!is_compressed) { - if (mAutoGenMips) //auto-generating mipmaps is deprecated in GL 3.0 + if (mAutoGenMips && !LLRender::sGLCoreProfile) //auto-generating mipmaps is deprecated in GL 3.0 { glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); stop_glerror(); @@ -877,6 +877,9 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) { + //not compatible with core GL profile + llassert(!LLRender::sGLCoreProfile); + if (gGLManager.mIsDisabled) { llwarns << "Trying to create a texture while GL is disabled!" << llendl; @@ -903,29 +906,29 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) { switch (mComponents) { - case 1: + case 1: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8; mFormatPrimary = GL_LUMINANCE; mFormatType = GL_UNSIGNED_BYTE; break; - case 2: + case 2: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8_ALPHA8; mFormatPrimary = GL_LUMINANCE_ALPHA; mFormatType = GL_UNSIGNED_BYTE; break; - case 3: + case 3: mFormatInternal = GL_RGB8; mFormatPrimary = GL_RGB; mFormatType = GL_UNSIGNED_BYTE; break; - case 4: + case 4: mFormatInternal = GL_RGBA8; mFormatPrimary = GL_RGBA; mFormatType = GL_UNSIGNED_BYTE; break; - default: + default: llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl; } } @@ -1101,8 +1104,76 @@ void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate) // static void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels) { - glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, pixels); + bool use_scratch = false; + U32* scratch = NULL; + if (LLRender::sGLCoreProfile) + { + if (intformat == GL_ALPHA8 && pixformat == GL_ALPHA && pixtype == GL_UNSIGNED_BYTE) + { //GL_ALPHA is deprecated, convert to RGBA + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = 0; + pix[3] = ((U8*) pixels)[i]; + } + + pixformat = GL_RGBA; + intformat = GL_RGBA8; + } + + if (intformat == GL_LUMINANCE8_ALPHA8 && pixformat == GL_LUMINANCE_ALPHA && pixtype == GL_UNSIGNED_BYTE) + { //GL_LUMINANCE_ALPHA is deprecated, convert to RGBA + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8 lum = ((U8*) pixels)[i*2+0]; + U8 alpha = ((U8*) pixels)[i*2+1]; + + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = lum; + pix[3] = alpha; + } + + pixformat = GL_RGBA; + intformat = GL_RGBA8; + } + + if (intformat == GL_LUMINANCE8 && pixformat == GL_LUMINANCE && pixtype == GL_UNSIGNED_BYTE) + { //GL_LUMINANCE_ALPHA is deprecated, convert to RGB + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8 lum = ((U8*) pixels)[i*2+0]; + U8 alpha = ((U8*) pixels)[i*2+1]; + + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = lum; + pix[3] = 255; + } + + pixformat = GL_RGBA; + intformat = GL_RGB8; + } + } + + stop_glerror(); + glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels); stop_glerror(); + + if (use_scratch) + { + delete [] scratch; + } } //create an empty GL texture: just create a texture name @@ -1169,29 +1240,29 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S { switch (mComponents) { - case 1: + case 1: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8; mFormatPrimary = GL_LUMINANCE; mFormatType = GL_UNSIGNED_BYTE; break; - case 2: + case 2: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8_ALPHA8; mFormatPrimary = GL_LUMINANCE_ALPHA; mFormatType = GL_UNSIGNED_BYTE; break; - case 3: + case 3: mFormatInternal = GL_RGB8; mFormatPrimary = GL_RGB; mFormatType = GL_UNSIGNED_BYTE; break; - case 4: + case 4: mFormatInternal = GL_RGBA8; mFormatPrimary = GL_RGBA; mFormatType = GL_UNSIGNED_BYTE; break; - default: + default: llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl; } @@ -1214,6 +1285,7 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_hasmips, S32 usename) { llassert(data_in); + stop_glerror(); if (discard_level < 0) { @@ -1242,8 +1314,11 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_ stop_glerror(); { llverify(gGL.getTexUnit(0)->bind(this)); + stop_glerror(); glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_BASE_LEVEL, 0); + stop_glerror(); glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_MAX_LEVEL, mMaxDiscardLevel-discard_level); + stop_glerror(); } } if (!mTexName) diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index efeb7709a4..daeb58b279 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -179,10 +179,13 @@ void LLTexUnit::enable(eTextureType type) if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) { + stop_glerror(); activate(); + stop_glerror(); if (mCurrTexType != TT_NONE && !gGL.mDirty) { disable(); // Force a disable of a previous texture type if it's enabled. + stop_glerror(); } mCurrTexType = type; @@ -191,7 +194,9 @@ void LLTexUnit::enable(eTextureType type) type != LLTexUnit::TT_MULTISAMPLE_TEXTURE && mIndex < gGLManager.mNumTextureUnits) { + stop_glerror(); glEnable(sGLTextureType[type]); + stop_glerror(); } } } @@ -287,26 +292,35 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind) { return bind(LLImageGL::sDefaultGLTexture) ; } + stop_glerror(); return false ; } if ((mCurrTexture != texture->getTexName()) || forceBind) { gGL.flush(); + stop_glerror(); activate(); + stop_glerror(); enable(texture->getTarget()); + stop_glerror(); mCurrTexture = texture->getTexName(); glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); + stop_glerror(); texture->updateBindStats(texture->mTextureMemory); mHasMipMaps = texture->mHasMipMaps; if (texture->mTexOptionsDirty) { + stop_glerror(); texture->mTexOptionsDirty = false; setTextureAddressMode(texture->mAddressMode); setTextureFilteringOption(texture->mFilterOption); + stop_glerror(); } } + stop_glerror(); + return true; } @@ -989,6 +1003,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction) LLRender::LLRender() : mDirty(false), mCount(0), + mQuadCycle(0), mMode(LLRender::TRIANGLES), mCurrTextureUnitIndex(0), mMaxAnisotropy(0.f) @@ -1678,6 +1693,11 @@ void LLRender::begin(const GLuint& mode) { if (mode != mMode) { + if (mode == LLRender::QUADS) + { + mQuadCycle = 1; + } + if (mMode == LLRender::QUADS || mMode == LLRender::LINES || mMode == LLRender::TRIANGLES || @@ -1765,7 +1785,7 @@ void LLRender::flush() if (gDebugGL) { - if (mMode == LLRender::QUADS) + if (mMode == LLRender::QUADS && !sGLCoreProfile) { if (mCount%4 != 0) { @@ -1794,12 +1814,30 @@ void LLRender::flush() U32 count = mCount; mCount = 0; + if (mBuffer->useVBOs() && !mBuffer->isLocked()) + { //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata) + mBuffer->getVertexStrider(mVerticesp, 0, count); + mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count); + mBuffer->getColorStrider(mColorsp, 0, count); + } + + //only flush the part of the mBuffer->setBuffer(immediate_mask); - mBuffer->drawArrays(mMode, 0, count); + + if (mMode == LLRender::QUADS && sGLCoreProfile) + { + mBuffer->drawArrays(LLRender::TRIANGLES, 0, count); + mQuadCycle = 1; + } + else + { + mBuffer->drawArrays(mMode, 0, count); + } mVerticesp[0] = mVerticesp[count]; mTexcoordsp[0] = mTexcoordsp[count]; mColorsp[0] = mColorsp[count]; + mCount = 0; } } @@ -1823,10 +1861,29 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) mVerticesp[mCount] = vert; } + if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) + { + mQuadCycle++; + if (mQuadCycle == 4) + { //copy two vertices so fourth quad element will add a triangle + mQuadCycle = 0; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-3]; + mColorsp[mCount] = mColorsp[mCount-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-2]; + mColorsp[mCount] = mColorsp[mCount-2]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; + } + } + mCount++; mVerticesp[mCount] = mVerticesp[mCount-1]; mColorsp[mCount] = mColorsp[mCount-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; } void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) @@ -1837,13 +1894,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) return; } - for (S32 i = 0; i < vert_count; i++) + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy two + mVerticesp[mCount++] = verts[i-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else { - mVerticesp[mCount] = verts[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; - mCount++; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; + mCount++; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; @@ -1857,13 +1951,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v return; } - for (S32 i = 0; i < vert_count; i++) + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount++] = uvs[i-3]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount++] = uvs[i-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; - mCount++; - mColorsp[mCount] = mColorsp[mCount-1]; + mCount++; + mColorsp[mCount] = mColorsp[mCount-1]; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; @@ -1878,13 +2009,51 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol return; } - for (S32 i = 0; i < vert_count; i++) + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount] = uvs[i-3]; + mColorsp[mCount++] = colors[i-3]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount] = uvs[i-1]; + mColorsp[mCount++] = colors[i-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + } + } + else { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount] = colors[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount] = colors[i]; - mCount++; + mCount++; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 44d9ec1f15..61e503d384 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -442,6 +442,7 @@ private: LLColor4 mAmbientLightColor; bool mDirty; + U32 mQuadCycle; U32 mCount; U32 mMode; U32 mCurrTextureUnitIndex; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 090da765ac..f822a7babd 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -55,6 +55,7 @@ S32 LLVertexBuffer::sMappedCount = 0; BOOL LLVertexBuffer::sDisableVBOMapping = FALSE ; BOOL LLVertexBuffer::sEnableVBOs = TRUE; U32 LLVertexBuffer::sGLRenderBuffer = 0; +U32 LLVertexBuffer::sGLRenderArray = 0; U32 LLVertexBuffer::sGLRenderIndices = 0; U32 LLVertexBuffer::sLastMask = 0; BOOL LLVertexBuffer::sVBOActive = FALSE; @@ -149,7 +150,7 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = //static -void LLVertexBuffer::setupClientArrays(U32 data_mask) +void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { /*if (LLGLImmediate::sStarted) { @@ -158,13 +159,10 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - if (sLastMask != data_mask) + if (ref_mask != data_mask) { llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - static LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(sLastMask == 0 || last_shader == shader); - last_shader = shader; - + U32 mask[] = { MAP_VERTEX, @@ -213,7 +211,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) loc = shader->getAttribLocation(type[i]); } - if (sLastMask & mask[i]) + if (ref_mask & mask[i]) { //was enabled if (!(data_mask & mask[i])) { //needs to be disabled @@ -297,7 +295,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) loc = shader->getAttribLocation(type_tc[i]); } - if (sLastMask & map_tc[i]) + if (ref_mask & map_tc[i]) { if (!(data_mask & map_tc[i])) { //disable @@ -330,7 +328,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) if (!shader) { - if (sLastMask & MAP_BINORMAL) + if (ref_mask & MAP_BINORMAL) { if (!(data_mask & MAP_BINORMAL)) { @@ -347,7 +345,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) } } - sLastMask = data_mask; + ref_mask = data_mask; } } @@ -589,6 +587,12 @@ void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) //static void LLVertexBuffer::unbind() { + if (sGLRenderArray) + { + glBindVertexArray(0); + sGLRenderArray = 0; + } + if (sVBOActive) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); @@ -640,6 +644,8 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mRequestedNumIndices(-1), mUsage(usage), mGLBuffer(0), + mGLArray(0), + mLastMask(0), mGLIndices(0), mMappedData(NULL), mMappedIndexData(NULL), @@ -669,12 +675,23 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mUsage = GL_STREAM_DRAW_ARB; } + if (mUsage == 0 && LLRender::sGLCoreProfile) + { //MUST use VBOs for all rendering + mUsage = GL_STREAM_DRAW_ARB; + } + //zero out offsets for (U32 i = 0; i < TYPE_MAX; i++) { mOffsets[i] = 0; } + //initialize cached attrib pointers + for (U32 i = 0; i < LL_MAX_VERTEX_ATTRIB_LOCATION; i++) + { + mLastPointer[i] = (void*) 0xFFFFFFFF; + } + mTypeMask = typemask; mSize = 0; mAlignedOffset = 0; @@ -732,6 +749,12 @@ LLVertexBuffer::~LLVertexBuffer() LLMemType mt2(LLMemType::MTYPE_VERTEX_DESTRUCTOR); destroyGLBuffer(); destroyGLIndices(); + + if (mGLArray) + { + glDeleteVertexArrays(1, &mGLArray); + } + sCount--; if (mFence) @@ -1041,6 +1064,11 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) { createGLBuffer(); createGLIndices(); + + if (gGLManager.mHasVertexArrayObject && useVBOs()) + { + glGenVertexArrays(1, &mGLArray); + } } sAllocatedBytes += getSize() + getIndicesSize(); @@ -1762,7 +1790,8 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) { LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER); //set up pointers if the data mask is different ... - BOOL setup = (sLastMask != data_mask); + U32& ref_mask = mGLArray ? mLastMask : sLastMask; + BOOL setup = (ref_mask != data_mask); if (gDebugGL && data_mask != 0) { @@ -1794,15 +1823,19 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) if (useVBOs()) { + if (mGLArray && mGLArray != sGLRenderArray) + { + glBindVertexArray(mGLArray); + sGLRenderArray = mGLArray; + } + if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)) { /*if (sMapped) { llerrs << "VBO bound while another VBO mapped!" << llendl; }*/ - stop_glerror(); glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); - stop_glerror(); sBindCount++; sVBOActive = TRUE; setup = TRUE; // ... or the bound buffer changed @@ -1813,13 +1846,12 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) { llerrs << "VBO bound while another VBO mapped!" << llendl; }*/ - stop_glerror(); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); stop_glerror(); sBindCount++; sIBOActive = TRUE; } - + BOOL error = FALSE; if (gDebugGL) { @@ -1957,7 +1989,10 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } } - setupClientArrays(data_mask); + if (data_mask) + { + setupClientArrays(data_mask, ref_mask); + } if (mGLIndices) { @@ -1998,10 +2033,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const { loc = shader->getAttribLocation(TYPE_NORMAL); } - + if (loc >= 0) { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); + void* ptr = (void*)(base + mOffsets[TYPE_NORMAL]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2018,7 +2061,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD3]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2037,7 +2088,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD2]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2056,7 +2115,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD1]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2075,7 +2142,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + void* ptr = (void*)(base + mOffsets[TYPE_BINORMAL]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2094,7 +2169,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD0]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2111,7 +2194,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2128,7 +2219,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], (void*)(base + mOffsets[TYPE_EMISSIVE])); + void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } } if (data_mask & MAP_WEIGHT) @@ -2139,13 +2238,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const loc = shader->getAttribLocation(TYPE_WEIGHT); } - if (loc < 0) - { //legacy behavior, some shaders have weight hardcoded to location 1 - loc = 1; + if (loc > -1) + { + void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } - - glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); - } if (data_mask & MAP_WEIGHT4) @@ -2155,7 +2259,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); if (loc > -1) { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } } } @@ -2168,11 +2280,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT); } - if (loc < 0) - { //legacy behavior, some shaders have weight hardcoded to location 4 - loc = 4; + if (loc > -1) + { + void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } - glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); } if (data_mask & MAP_VERTEX) { diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 7aa5928524..60cfde39f5 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -38,6 +38,8 @@ #include #include +#define LL_MAX_VERTEX_ATTRIB_LOCATION 64 + //============================================================================ // NOTES // Threading: @@ -49,7 +51,6 @@ //============================================================================ // gl name pools for dynamic and streaming buffers - class LLVBOPool : public LLGLNamePool { protected: @@ -116,7 +117,7 @@ public: static void initClass(bool use_vbo, bool no_vbo_mapping); static void cleanupClass(); - static void setupClientArrays(U32 data_mask); + static void setupClientArrays(U32 data_mask, U32& ref_mask = LLVertexBuffer::sLastMask); static void drawArrays(U32 mode, const std::vector& pos, const std::vector& norm); static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp); @@ -271,6 +272,10 @@ protected: S32 mUsage; // GL usage U32 mGLBuffer; // GL VBO handle U32 mGLIndices; // GL IBO handle + U32 mGLArray; // GL VAO handle + U32 mLastMask; + mutable void* mLastPointer[LL_MAX_VERTEX_ATTRIB_LOCATION]; + U8* mMappedData; // pointer to currently mapped data (NULL if unmapped) U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped) BOOL mVertexLocked; // if TRUE, vertex buffer is being or has been written to in client memory @@ -307,6 +312,7 @@ public: static S32 sTypeSize[TYPE_MAX]; static U32 sGLMode[LLRender::NUM_MODES]; static U32 sGLRenderBuffer; + static U32 sGLRenderArray; static U32 sGLRenderIndices; static BOOL sVBOActive; static BOOL sIBOActive; diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 2ba14f8f6e..bac23279cc 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -41,6 +41,7 @@ #include "llgl.h" #include "llstring.h" #include "lldir.h" +#include "llglslshader.h" // System includes #include @@ -1121,34 +1122,6 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO } gGLManager.initWGL(); - - if (wglCreateContextAttribsARB && LLRender::sGLCoreProfile) - { - S32 attribs[] = - { - WGL_CONTEXT_MAJOR_VERSION_ARB, 4, - WGL_CONTEXT_MINOR_VERSION_ARB, 0, - WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, - 0 - }; - - HGLRC res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); - - if (!res) - { - attribs[1] = 3; - attribs[3] = 1; - - res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); - } - - if (res) - { - wglMakeCurrent(mhDC, res); - wglDeleteContext(mhRC); - mhRC = res; - } - } if (wglChoosePixelFormatARB) { @@ -1406,7 +1379,35 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO return FALSE; } - if (!(mhRC = wglCreateContext(mhDC))) + mhRC = 0; + if (wglCreateContextAttribsARB) + { //attempt to create a non-compatibility profile context + S32 attribs[] = + { + WGL_CONTEXT_MAJOR_VERSION_ARB, 4, + WGL_CONTEXT_MINOR_VERSION_ARB, 0, + WGL_CONTEXT_PROFILE_MASK_ARB, LLRender::sGLCoreProfile ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, + WGL_CONTEXT_FLAGS_ARB, gDebugGL ? WGL_CONTEXT_DEBUG_BIT_ARB : 0, + 0 + }; + + mhRC = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + + if (!mhRC) + { + attribs[1] = 3; + attribs[3] = 3; + + mhRC = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + } + + if (mhRC) + { //success, disable fixed function calls + LLGLSLShader::sNoFixedFunction = true; + } + } + + if (!mhRC && !(mhRC = wglCreateContext(mhDC))) { close(); OSMessageBox(mCallbacks->translateString("MBGLContextErr"), mCallbacks->translateString("MBError"), OSMB_OK); @@ -1426,7 +1427,7 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO OSMessageBox(mCallbacks->translateString("MBVideoDrvErr"), mCallbacks->translateString("MBError"), OSMB_OK); return FALSE; } - + // Disable vertical sync for swap if (disable_vsync && wglSwapIntervalEXT) { 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') 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 3115e250ffded1270531fb6bdb3df8b2214fba1a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 00:57:47 -0500 Subject: SH-2244 Don't use VAO's outside of core profile (performance improvement) --- indra/llrender/llvertexbuffer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index f822a7babd..75c7153222 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -1065,7 +1065,7 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) createGLBuffer(); createGLIndices(); - if (gGLManager.mHasVertexArrayObject && useVBOs()) + if (gGLManager.mHasVertexArrayObject && useVBOs() && LLRender::sGLCoreProfile) { glGenVertexArrays(1, &mGLArray); } -- cgit v1.2.3 From a1a71202990957b71ac40d6704816becef307f77 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 12:57:17 -0500 Subject: SH-2244 fix for glitched fonts --- indra/llrender/llfontgl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llfontgl.cpp b/indra/llrender/llfontgl.cpp index 54f72d103e..607473d416 100644 --- a/indra/llrender/llfontgl.cpp +++ b/indra/llrender/llfontgl.cpp @@ -329,7 +329,7 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons if (glyph_count >= GLYPH_BATCH_SIZE) { - gGL.begin(LLRender::TRIANGLES); + gGL.begin(LLRender::QUADS); { gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); } -- cgit v1.2.3 From d3f614e2e971fd442660ba6c1645830d3bf0b6cf Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 13:41:26 -0500 Subject: SH-2244 fix flickering shadows and occlusion culling. --- indra/llrender/llvertexbuffer.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 75c7153222..40a96eb407 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -1989,11 +1989,8 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } } - if (data_mask) - { - setupClientArrays(data_mask, ref_mask); - } - + setupClientArrays(data_mask, ref_mask); + if (mGLIndices) { sGLRenderIndices = mGLIndices; -- 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/llrender/llrender.cpp | 2 +- indra/llrender/llvertexbuffer.cpp | 862 ++++++++++----------- indra/llrender/llvertexbuffer.h | 19 +- indra/newview/app_settings/settings.xml | 2 +- .../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 +- .../shaders/class2/deferred/alphaV.glsl | 5 +- .../shaders/class2/objects/fullbrightShinyV.glsl | 5 +- .../shaders/class2/objects/fullbrightV.glsl | 5 +- .../shaders/class2/objects/shinyV.glsl | 5 +- .../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 +- 31 files changed, 508 insertions(+), 504 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index daeb58b279..685334555a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1821,7 +1821,7 @@ void LLRender::flush() mBuffer->getColorStrider(mColorsp, 0, count); } - //only flush the part of the + mBuffer->flush(); mBuffer->setBuffer(immediate_mask); if (mMode == LLRender::QUADS && sGLCoreProfile) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 40a96eb407..a48669a300 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -150,19 +150,18 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = //static -void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) +void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& sLastMask) { /*if (LLGLImmediate::sStarted) { llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl; }*/ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - if (ref_mask != data_mask) + if (sLastMask != data_mask) { - llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + U32 mask[] = { MAP_VERTEX, @@ -174,6 +173,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) MAP_WEIGHT4, MAP_BINORMAL, MAP_CLOTHWEIGHT, + MAP_TEXTURE_INDEX, }; U32 type[] = @@ -187,6 +187,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) TYPE_WEIGHT4, TYPE_BINORMAL, TYPE_CLOTHWEIGHT, + TYPE_TEXTURE_INDEX-1, }; GLenum array[] = @@ -200,18 +201,20 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) 0, 0, 0, + 0, }; BOOL error = FALSE; - for (U32 i = 0; i < 9; ++i) + for (U32 i = 0; i < 10; ++i) { S32 loc = -1; - if (shader) + + if (LLGLSLShader::sNoFixedFunction) { - loc = shader->getAttribLocation(type[i]); + loc = type[i]; } - - if (ref_mask & mask[i]) + + if (sLastMask & mask[i]) { //was enabled if (!(data_mask & mask[i])) { //needs to be disabled @@ -219,12 +222,12 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glDisableVertexAttribArrayARB(loc); } - else if (!shader) + else { glDisableClientState(array[i]); } } - else if (gDebugGL && !shader && array[i]) + else if (gDebugGL && !LLGLSLShader::sNoFixedFunction && array[i]) { //needs to be enabled, make sure it was (DEBUG) if (loc < 0 && !glIsEnabled(array[i])) { @@ -248,12 +251,12 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glEnableVertexAttribArrayARB(loc); } - else if (!shader) + else { glEnableClientState(array[i]); } } - else if (!shader && array[i] && gDebugGL && glIsEnabled(array[i])) + else if (!LLGLSLShader::sNoFixedFunction && array[i] && gDebugGL && glIsEnabled(array[i])) { //needs to be disabled, make sure it was (DEBUG TEMPORARY) if (gDebugSession) { @@ -290,12 +293,13 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) for (U32 i = 0; i < 3; i++) { S32 loc = -1; - if (shader) + + if (LLGLSLShader::sNoFixedFunction) { - loc = shader->getAttribLocation(type_tc[i]); + loc = type_tc[i]; } - if (ref_mask & map_tc[i]) + if (sLastMask & map_tc[i]) { if (!(data_mask & map_tc[i])) { //disable @@ -303,7 +307,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glDisableVertexAttribArrayARB(loc); } - else if (!shader) + else { glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glDisableClientState(GL_TEXTURE_COORD_ARRAY); @@ -317,7 +321,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glEnableVertexAttribArrayARB(loc); } - else if (!shader) + else { glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glEnableClientState(GL_TEXTURE_COORD_ARRAY); @@ -326,9 +330,9 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) } } - if (!shader) + if (!LLGLSLShader::sNoFixedFunction) { - if (ref_mask & MAP_BINORMAL) + if (sLastMask & MAP_BINORMAL) { if (!(data_mask & MAP_BINORMAL)) { @@ -345,7 +349,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) } } - ref_mask = data_mask; + sLastMask = data_mask; } } @@ -367,12 +371,12 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, con if (shader) { - S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); + S32 loc = LLVertexBuffer::TYPE_VERTEX; if (loc > -1) { glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, pos[0].mV); } - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_NORMAL); + loc = LLVertexBuffer::TYPE_NORMAL; if (loc > -1) { glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, norm[0].mV); @@ -404,23 +408,15 @@ void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVecto setupClientArrays(mask); - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - if (shader) + if (LLGLSLShader::sNoFixedFunction) { - S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); - if (loc > -1) - { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); + S32 loc = LLVertexBuffer::TYPE_VERTEX; + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); - if (tc) - { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_TEXCOORD0); - if (loc > -1) - { - glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); - } - } + if (tc) + { + loc = LLVertexBuffer::TYPE_TEXCOORD0; + glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); } } else @@ -470,14 +466,35 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi llassert(mRequestedNumVerts >= 0); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); - if (mGLIndices != sGLRenderIndices) + if (mGLArray) { - llerrs << "Wrong index buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } } + else + { + if (mGLIndices != sGLRenderIndices) + { + llerrs << "Wrong index buffer bound." << llendl; + } - if (mGLBuffer != sGLRenderBuffer) + if (mGLBuffer != sGLRenderBuffer) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } + } + + if (gDebugGL && useVBOs()) { - llerrs << "Wrong vertex buffer bound." << llendl; + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -508,14 +525,24 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const llerrs << "Bad index buffer draw range: [" << indices_offset << ", " << indices_offset+count << "]" << llendl; } - if (mGLIndices != sGLRenderIndices) + if (mGLArray) { - llerrs << "Wrong index buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } } - - if (mGLBuffer != sGLRenderBuffer) + else { - llerrs << "Wrong vertex buffer bound." << llendl; + if (mGLIndices != sGLRenderIndices) + { + llerrs << "Wrong index buffer bound." << llendl; + } + + if (mGLBuffer != sGLRenderBuffer) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -544,9 +571,19 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const llerrs << "Bad vertex buffer draw range: [" << first << ", " << first+count << "]" << llendl; } - if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive) + if (mGLArray) { - llerrs << "Wrong vertex buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } + } + else + { + if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -645,7 +682,6 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mUsage(usage), mGLBuffer(0), mGLArray(0), - mLastMask(0), mGLIndices(0), mMappedData(NULL), mMappedIndexData(NULL), @@ -686,12 +722,6 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mOffsets[i] = 0; } - //initialize cached attrib pointers - for (U32 i = 0; i < LL_MAX_VERTEX_ATTRIB_LOCATION; i++) - { - mLastPointer[i] = (void*) 0xFFFFFFFF; - } - mTypeMask = typemask; mSize = 0; mAlignedOffset = 0; @@ -1065,15 +1095,98 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) createGLBuffer(); createGLIndices(); + if (gGLManager.mHasVertexArrayObject && useVBOs() && LLRender::sGLCoreProfile) { glGenVertexArrays(1, &mGLArray); + setupVertexArray(); } } sAllocatedBytes += getSize() + getIndicesSize(); } +void LLVertexBuffer::setupVertexArray() +{ + bindGLArray(); + + U32 attrib_size[] = + { + 3, //TYPE_VERTEX, + 3, //TYPE_NORMAL, + 2, //TYPE_TEXCOORD0, + 2, //TYPE_TEXCOORD1, + 2, //TYPE_TEXCOORD2, + 2, //TYPE_TEXCOORD3, + 4, //TYPE_COLOR, + 1, //TYPE_EMISSIVE, + 3, //TYPE_BINORMAL, + 1, //TYPE_WEIGHT, + 4, //TYPE_WEIGHT4, + 4, //TYPE_CLOTHWEIGHT, + }; + + U32 attrib_type[] = + { + GL_FLOAT, //TYPE_VERTEX, + GL_FLOAT, //TYPE_NORMAL, + GL_FLOAT, //TYPE_TEXCOORD0, + GL_FLOAT, //TYPE_TEXCOORD1, + GL_FLOAT, //TYPE_TEXCOORD2, + GL_FLOAT, //TYPE_TEXCOORD3, + GL_UNSIGNED_BYTE, //TYPE_COLOR, + GL_UNSIGNED_BYTE, //TYPE_EMISSIVE, + GL_FLOAT, //TYPE_BINORMAL, + GL_FLOAT, //TYPE_WEIGHT, + GL_FLOAT, //TYPE_WEIGHT4, + GL_FLOAT, //TYPE_CLOTHWEIGHT, + }; + + U32 attrib_normalized[] = + { + GL_FALSE, //TYPE_VERTEX, + GL_FALSE, //TYPE_NORMAL, + GL_FALSE, //TYPE_TEXCOORD0, + GL_FALSE, //TYPE_TEXCOORD1, + GL_FALSE, //TYPE_TEXCOORD2, + GL_FALSE, //TYPE_TEXCOORD3, + GL_TRUE, //TYPE_COLOR, + GL_TRUE, //TYPE_EMISSIVE, + GL_FALSE, //TYPE_BINORMAL, + GL_FALSE, //TYPE_WEIGHT, + GL_FALSE, //TYPE_WEIGHT4, + GL_FALSE, //TYPE_CLOTHWEIGHT, + }; + + bindGLBuffer(true); + bindGLIndices(true); + + for (U32 i = 0; i < TYPE_MAX; ++i) + { + if (mTypeMask & (1 << i)) + { + glEnableVertexAttribArrayARB(i); + glVertexAttribPointerARB(i, attrib_size[i], attrib_type[i], attrib_normalized[i], sTypeSize[i], (void*) mOffsets[i]); + } + else + { + glDisableVertexAttribArrayARB(i); + } + } + + if (mTypeMask & MAP_VERTEX) + { //special handling for texture index + S32 loc = TYPE_TEXTURE_INDEX-1; + glEnableVertexAttribArrayARB(loc); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, sTypeSize[TYPE_VERTEX], (void*) (mOffsets[TYPE_VERTEX]+12)); + } + else + { + glDisableVertexAttribArrayARB(TYPE_TEXTURE_INDEX-1); + } + glBindVertexArray(0); +} + void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) { llassert(newnverts >= 0); @@ -1149,8 +1262,13 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) if (mResized && useVBOs()) { - freeClientBuffer() ; - setBuffer(0); + freeClientBuffer(); + flush(); + + if (mGLArray) + { //if size changed, offsets changed + setupVertexArray(); + } } } @@ -1215,6 +1333,7 @@ bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count) // Map for data access U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range) { + bindGLBuffer(true); LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER); if (mFinal) { @@ -1265,7 +1384,6 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran if (!mVertexLocked) { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_VERTICES); - setBuffer(0, type); mVertexLocked = TRUE; sMappedCount++; stop_glerror(); @@ -1380,6 +1498,7 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER); + bindGLIndices(true); if (mFinal) { llerrs << "LLVertexBuffer::mapIndexBuffer() called on a finalized buffer." << llendl; @@ -1427,11 +1546,21 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_INDICES); - setBuffer(0, TYPE_INDEX); mIndexLocked = TRUE; sMappedCount++; stop_glerror(); + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } + if(sDisableVBOMapping) { map_range = false; @@ -1528,19 +1657,20 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) } } -void LLVertexBuffer::unmapBuffer(S32 type) +void LLVertexBuffer::unmapBuffer() { LLMemType mt2(LLMemType::MTYPE_VERTEX_UNMAP_BUFFER); - if (!useVBOs() || type == -2) + if (!useVBOs()) { return ; //nothing to unmap } bool updated_all = false ; - if (mMappedData && mVertexLocked && type != TYPE_INDEX) + if (mMappedData && mVertexLocked) { - updated_all = (mIndexLocked && type < 0) ; //both vertex and index buffers done updating + bindGLBuffer(true); + updated_all = mIndexLocked; //both vertex and index buffers done updating if(sDisableVBOMapping) { @@ -1604,8 +1734,9 @@ void LLVertexBuffer::unmapBuffer(S32 type) sMappedCount--; } - if (mMappedIndexData && mIndexLocked && (type < 0 || type == TYPE_INDEX)) + if (mMappedIndexData && mIndexLocked) { + bindGLIndices(); if(sDisableVBOMapping) { if (!mMappedIndexRegions.empty()) @@ -1785,16 +1916,131 @@ bool LLVertexBuffer::getClothWeightStrider(LLStrider& strider, S32 in //---------------------------------------------------------------------------- +bool LLVertexBuffer::bindGLArray() +{ + if (mGLArray && sGLRenderArray != mGLArray) + { + glBindVertexArray(mGLArray); + sGLRenderArray = mGLArray; + return true; + } + + return false; +} + +bool LLVertexBuffer::bindGLBuffer(bool force_bind) +{ + bindGLArray(); + + bool ret = false; + + if (useVBOs() && (force_bind || (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)))) + { + /*if (sMapped) + { + llerrs << "VBO bound while another VBO mapped!" << llendl; + }*/ + glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); + sGLRenderBuffer = mGLBuffer; + sBindCount++; + sVBOActive = TRUE; + + if (mGLArray) + { + llassert(sGLRenderArray == mGLArray); + //mCachedRenderBuffer = mGLBuffer; + } + + ret = true; + } + + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLBuffer) + { + llerrs << "Wrong vertex buffer bound!" << llendl; + } + } + + return ret; +} + +bool LLVertexBuffer::bindGLIndices(bool force_bind) +{ + bindGLArray(); + + bool ret = false; + if (useVBOs() && (force_bind || (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive)))) + { + /*if (sMapped) + { + llerrs << "VBO bound while another VBO mapped!" << llendl; + }*/ + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); + sGLRenderIndices = mGLIndices; + stop_glerror(); + sBindCount++; + sIBOActive = TRUE; + ret = true; + } + + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } + + return ret; +} + +void LLVertexBuffer::flush() +{ + if (useVBOs()) + { + if (mResized) + { + if (mGLBuffer) + { + stop_glerror(); + bindGLBuffer(true); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage); + stop_glerror(); + } + if (mGLIndices) + { + stop_glerror(); + bindGLIndices(true); + glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage); + stop_glerror(); + } + + mEmpty = TRUE; + mResized = FALSE; + } + + unmapBuffer(); + } +} + // Set for rendering -void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) +void LLVertexBuffer::setBuffer(U32 data_mask) { + flush(); + LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER); //set up pointers if the data mask is different ... - U32& ref_mask = mGLArray ? mLastMask : sLastMask; - BOOL setup = (ref_mask != data_mask); + BOOL setup = (sLastMask != data_mask); if (gDebugGL && data_mask != 0) - { + { //make sure data requirements are fulfilled LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; if (shader) { @@ -1823,37 +2069,25 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) if (useVBOs()) { - if (mGLArray && mGLArray != sGLRenderArray) + if (mGLArray) { - glBindVertexArray(mGLArray); - sGLRenderArray = mGLArray; + bindGLArray(); + setup = FALSE; //do NOT perform pointer setup if using VAO } - - if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)) + else { - /*if (sMapped) + if (bindGLBuffer()) { - llerrs << "VBO bound while another VBO mapped!" << llendl; - }*/ - glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); - sBindCount++; - sVBOActive = TRUE; - setup = TRUE; // ... or the bound buffer changed - } - if (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive)) - { - /*if (sMapped) + setup = TRUE; + } + if (bindGLIndices()) { - llerrs << "VBO bound while another VBO mapped!" << llendl; - }*/ - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); - stop_glerror(); - sBindCount++; - sIBOActive = TRUE; + setup = TRUE; + } } BOOL error = FALSE; - if (gDebugGL) + if (gDebugGL && !mGLArray) { GLint buff; glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff); @@ -1888,81 +2122,16 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } } - if (mResized) + + } + else + { + if (sGLRenderArray) { - if (gDebugGL) - { - GLint buff; - glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff); - if ((GLuint)buff != mGLBuffer) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Invalid GL vertex buffer bound: " << std::endl; - } - else - { - llerrs << "Invalid GL vertex buffer bound: " << buff << llendl; - } - } - - if (mGLIndices != 0) - { - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &buff); - if ((GLuint)buff != mGLIndices) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Invalid GL index buffer bound: "<< std::endl; - } - else - { - llerrs << "Invalid GL index buffer bound: " << buff << llendl; - } - } - } - } - - if (mGLBuffer) - { - stop_glerror(); - glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage); - stop_glerror(); - } - if (mGLIndices) - { - stop_glerror(); - glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage); - stop_glerror(); - } - - mEmpty = TRUE; - mResized = FALSE; - - if (data_mask != 0) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Buffer set for rendering before being filled after resize." << std::endl; - } - else - { - llerrs << "Buffer set for rendering before being filled after resize." << llendl; - } - } + glBindVertexArray(0); + sGLRenderArray = 0; } - if (error) - { - ll_fail("LLVertexBuffer::mapBuffer failed"); - } - unmapBuffer(type); - } - else - { if (mGLBuffer) { if (sVBOActive) @@ -1974,30 +2143,30 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } if (sGLRenderBuffer != mGLBuffer) { + sGLRenderBuffer = mGLBuffer; setup = TRUE; // ... or a client memory pointer changed } } - if (mGLIndices && sIBOActive) + if (mGLIndices) { - /*if (sMapped) + if (sIBOActive) { - llerrs << "VBO unbound while potentially mapped!" << llendl; - }*/ - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); - sBindCount++; - sIBOActive = FALSE; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + sBindCount++; + sIBOActive = FALSE; + } + + sGLRenderIndices = mGLIndices; } } - setupClientArrays(data_mask, ref_mask); - - if (mGLIndices) + if (!mGLArray) { - sGLRenderIndices = mGLIndices; + setupClientArrays(data_mask, sLastMask); } + if (mGLBuffer) { - sGLRenderBuffer = mGLBuffer; if (data_mask && setup) { setupVertexBuffer(data_mask); // subclass specific setup (virtual function) @@ -2007,319 +2176,140 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } // virtual (default) -void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const +void LLVertexBuffer::setupVertexBuffer(U32 data_mask) { LLMemType mt2(LLMemType::MTYPE_VERTEX_SETUP_VERTEX_BUFFER); stop_glerror(); U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; - if ((data_mask & mTypeMask) != data_mask) + /*if ((data_mask & mTypeMask) != data_mask) { llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl; - } - - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - //assert that fixed function is allowed OR a shader is currently bound - llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + }*/ - if (data_mask & MAP_NORMAL) + if (LLGLSLShader::sNoFixedFunction) { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_NORMAL); - } - - if (loc >= 0) + if (data_mask & MAP_NORMAL) { + S32 loc = TYPE_NORMAL; void* ptr = (void*)(base + mOffsets[TYPE_NORMAL]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); - } - } - if (data_mask & MAP_TEXCOORD3) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD3); + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD3) { + S32 loc = TYPE_TEXCOORD3; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD3]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE3_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); } - } - if (data_mask & MAP_TEXCOORD2) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD2); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD2) { + S32 loc = TYPE_TEXCOORD2; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD2]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); } - } - if (data_mask & MAP_TEXCOORD1) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD1); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD1) { + S32 loc = TYPE_TEXCOORD1; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD1]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE1_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); } - } - if (data_mask & MAP_BINORMAL) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_BINORMAL); - } - - if (loc >= 0) + if (data_mask & MAP_BINORMAL) { + S32 loc = TYPE_BINORMAL; void* ptr = (void*)(base + mOffsets[TYPE_BINORMAL]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); } - } - if (data_mask & MAP_TEXCOORD0) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD0); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD0) { + S32 loc = TYPE_TEXCOORD0; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD0]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); } - else if (!shader) + if (data_mask & MAP_COLOR) { - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + S32 loc = TYPE_COLOR; + void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); } - } - if (data_mask & MAP_COLOR) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_EMISSIVE) { - loc = shader->getAttribLocation(TYPE_COLOR); + S32 loc = TYPE_EMISSIVE; + void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); + glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); } - - if (loc >= 0) + if (data_mask & MAP_WEIGHT) { - void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + S32 loc = TYPE_WEIGHT; + void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); } - else if (!shader) + if (data_mask & MAP_WEIGHT4) { - glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + S32 loc = TYPE_WEIGHT4; + void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); } - } - if (data_mask & MAP_EMISSIVE) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_CLOTHWEIGHT) { - loc = shader->getAttribLocation(TYPE_EMISSIVE); + S32 loc = TYPE_CLOTHWEIGHT; + void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); } - - if (loc >= 0) + if (data_mask & MAP_TEXTURE_INDEX) { - void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + S32 loc = TYPE_TEXTURE_INDEX-1; //hack, texture index attrib location is off by one + void *ptr = (void*) (base + mOffsets[TYPE_VERTEX] + 12); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr); } - } - if (data_mask & MAP_WEIGHT) + if (data_mask & MAP_VERTEX) + { + S32 loc = TYPE_VERTEX; + void* ptr = (void*)(base + mOffsets[TYPE_VERTEX]); + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } + } + else { - S32 loc = -1; - if (shader) + if (data_mask & MAP_NORMAL) { - loc = shader->getAttribLocation(TYPE_WEIGHT); + glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); } - - if (loc > -1) + if (data_mask & MAP_TEXCOORD3) { - void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glClientActiveTextureARB(GL_TEXTURE3_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - - if (data_mask & MAP_WEIGHT4) - { - if (shader) + if (data_mask & MAP_TEXCOORD2) { - S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); - if (loc > -1) - { - void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - - if (data_mask & MAP_CLOTHWEIGHT) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_TEXCOORD1) { - loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT); + glClientActiveTextureARB(GL_TEXTURE1_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - - if (loc > -1) + if (data_mask & MAP_BINORMAL) { - void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - if (data_mask & MAP_VERTEX) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_TEXCOORD0) { - loc = shader->getAttribLocation(TYPE_VERTEX); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); } - - if (loc >= 0) + if (data_mask & MAP_COLOR) { - if (data_mask & MAP_TEXTURE_INDEX) - { - glVertexAttribPointerARB(loc, 4,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - else - { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } + glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); } - else if (!shader) + if (data_mask & MAP_VERTEX) { - if (data_mask & MAP_TEXTURE_INDEX) - { - glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - else - { - glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - } + glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } } llglassertok(); diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 60cfde39f5..eba10dbaa5 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -139,6 +139,7 @@ public: // 3 - modify LLVertexBuffer::setupVertexBuffer // 4 - modify LLVertexBuffer::setupClientArray // 5 - modify LLViewerShaderMgr::mReservedAttribs + // 6 - update LLVertexBuffer::setupVertexArray enum { TYPE_VERTEX, TYPE_NORMAL, @@ -154,10 +155,9 @@ public: TYPE_WEIGHT4, TYPE_CLOTHWEIGHT, TYPE_MAX, - TYPE_INDEX, - //no actual additional data, but indicates position.w is texture index TYPE_TEXTURE_INDEX, + TYPE_INDEX, }; enum { MAP_VERTEX = (1<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/llrender/llgl.cpp | 1 + indra/llrender/llimagegl.cpp | 5 +- indra/llrender/llvertexbuffer.cpp | 276 +++++++++++++------------------- indra/llrender/llvertexbuffer.h | 13 +- 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 + 9 files changed, 201 insertions(+), 182 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 6875674e79..f546e07320 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -656,6 +656,7 @@ bool LLGLManager::initGL() if (mHasDebugOutput && gDebugGL) { //setup debug output callback + glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 4da796dd1e..12089e5ad3 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1153,9 +1153,8 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt U32 pixel_count = (U32) (width*height); for (U32 i = 0; i < pixel_count; i++) { - U8 lum = ((U8*) pixels)[i*2+0]; - U8 alpha = ((U8*) pixels)[i*2+1]; - + U8 lum = ((U8*) pixels)[i]; + U8* pix = (U8*) &scratch[i]; pix[0] = pix[1] = pix[2] = lum; pix[3] = 255; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index a48669a300..b2a0f6822d 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -63,6 +63,7 @@ BOOL LLVertexBuffer::sIBOActive = FALSE; U32 LLVertexBuffer::sAllocatedBytes = 0; BOOL LLVertexBuffer::sMapped = FALSE; BOOL LLVertexBuffer::sUseStreamDraw = TRUE; +BOOL LLVertexBuffer::sUseVAO = FALSE; BOOL LLVertexBuffer::sPreferStreamDraw = FALSE; std::vector LLVertexBuffer::sDeleteList; @@ -134,6 +135,7 @@ S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] = sizeof(F32), // TYPE_WEIGHT, sizeof(LLVector4), // TYPE_WEIGHT4, sizeof(LLVector4), // TYPE_CLOTHWEIGHT, + sizeof(LLVector4), // TYPE_TEXTURE_INDEX (actually exists as position.w), no extra data, but stride is 16 bytes }; U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = @@ -150,188 +152,135 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = //static -void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& sLastMask) +void LLVertexBuffer::setupClientArrays(U32 data_mask) { - /*if (LLGLImmediate::sStarted) - { - llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl; - }*/ - if (sLastMask != data_mask) { - - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - U32 mask[] = - { - MAP_VERTEX, - MAP_NORMAL, - MAP_TEXCOORD0, - MAP_COLOR, - MAP_EMISSIVE, - MAP_WEIGHT, - MAP_WEIGHT4, - MAP_BINORMAL, - MAP_CLOTHWEIGHT, - MAP_TEXTURE_INDEX, - }; - - U32 type[] = - { - TYPE_VERTEX, - TYPE_NORMAL, - TYPE_TEXCOORD0, - TYPE_COLOR, - TYPE_EMISSIVE, - TYPE_WEIGHT, - TYPE_WEIGHT4, - TYPE_BINORMAL, - TYPE_CLOTHWEIGHT, - TYPE_TEXTURE_INDEX-1, - }; - - GLenum array[] = - { - GL_VERTEX_ARRAY, - GL_NORMAL_ARRAY, - GL_TEXTURE_COORD_ARRAY, - GL_COLOR_ARRAY, - 0, - 0, - 0, - 0, - 0, - 0, - }; - BOOL error = FALSE; - for (U32 i = 0; i < 10; ++i) - { - S32 loc = -1; - if (LLGLSLShader::sNoFixedFunction) + if (LLGLSLShader::sNoFixedFunction) + { + for (U32 i = 0; i < TYPE_MAX; ++i) { - loc = type[i]; - } - - if (sLastMask & mask[i]) - { //was enabled - if (!(data_mask & mask[i])) - { //needs to be disabled - if (loc >= 0) - { + S32 loc = i; + + U32 mask = 1 << i; + + if (sLastMask & (1 << i)) + { //was enabled + if (!(data_mask & mask)) + { //needs to be disabled glDisableVertexAttribArrayARB(loc); } - else - { + } + else + { //was disabled + if (data_mask & mask) + { //needs to be enabled + glEnableVertexAttribArrayARB(loc); + } + } + } + } + else + { + + GLenum array[] = + { + GL_VERTEX_ARRAY, + GL_NORMAL_ARRAY, + GL_TEXTURE_COORD_ARRAY, + GL_COLOR_ARRAY, + }; + + GLenum mask[] = + { + MAP_VERTEX, + MAP_NORMAL, + MAP_TEXCOORD0, + MAP_COLOR + }; + + + + for (U32 i = 0; i < 4; ++i) + { + if (sLastMask & mask[i]) + { //was enabled + if (!(data_mask & mask[i])) + { //needs to be disabled glDisableClientState(array[i]); } + else if (gDebugGL) + { //needs to be enabled, make sure it was (DEBUG) + if (!glIsEnabled(array[i])) + { + if (gDebugSession) + { + error = TRUE; + gFailLog << "Bad client state! " << array[i] << " disabled." << std::endl; + } + else + { + llerrs << "Bad client state! " << array[i] << " disabled." << llendl; + } + } + } } - else if (gDebugGL && !LLGLSLShader::sNoFixedFunction && array[i]) - { //needs to be enabled, make sure it was (DEBUG) - if (loc < 0 && !glIsEnabled(array[i])) - { + else + { //was disabled + if (data_mask & mask[i]) + { //needs to be enabled + glEnableClientState(array[i]); + } + else if (gDebugGL && glIsEnabled(array[i])) + { //needs to be disabled, make sure it was (DEBUG TEMPORARY) if (gDebugSession) { error = TRUE; - gFailLog << "Bad client state! " << array[i] << " disabled." << std::endl; + gFailLog << "Bad client state! " << array[i] << " enabled." << std::endl; } else { - llerrs << "Bad client state! " << array[i] << " disabled." << llendl; + llerrs << "Bad client state! " << array[i] << " enabled." << llendl; } } } } - else - { //was disabled - if (data_mask & mask[i]) - { //needs to be enabled - if (loc >= 0) - { - glEnableVertexAttribArrayARB(loc); - } - else - { - glEnableClientState(array[i]); - } - } - else if (!LLGLSLShader::sNoFixedFunction && array[i] && gDebugGL && glIsEnabled(array[i])) - { //needs to be disabled, make sure it was (DEBUG TEMPORARY) - if (gDebugSession) - { - error = TRUE; - gFailLog << "Bad client state! " << array[i] << " enabled." << std::endl; - } - else - { - llerrs << "Bad client state! " << array[i] << " enabled." << llendl; - } - } - } - } - - if (error) - { - ll_fail("LLVertexBuffer::setupClientArrays failed"); - } - - U32 map_tc[] = - { - MAP_TEXCOORD1, - MAP_TEXCOORD2, - MAP_TEXCOORD3 - }; - - U32 type_tc[] = - { - TYPE_TEXCOORD1, - TYPE_TEXCOORD2, - TYPE_TEXCOORD3 - }; - - for (U32 i = 0; i < 3; i++) - { - S32 loc = -1; + + U32 map_tc[] = + { + MAP_TEXCOORD1, + MAP_TEXCOORD2, + MAP_TEXCOORD3 + }; - if (LLGLSLShader::sNoFixedFunction) + U32 type_tc[] = { - loc = type_tc[i]; - } + TYPE_TEXCOORD1, + TYPE_TEXCOORD2, + TYPE_TEXCOORD3 + }; - if (sLastMask & map_tc[i]) + for (U32 i = 0; i < 3; i++) { - if (!(data_mask & map_tc[i])) - { //disable - if (loc >= 0) - { - glDisableVertexAttribArrayARB(loc); - } - else - { + if (sLastMask & map_tc[i]) + { + if (!(data_mask & map_tc[i])) + { //disable glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB(GL_TEXTURE0_ARB); } } - } - else if (data_mask & map_tc[i]) - { - if (loc >= 0) - { - glEnableVertexAttribArrayARB(loc); - } - else + else if (data_mask & map_tc[i]) { glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB(GL_TEXTURE0_ARB); } } - } - if (!LLGLSLShader::sNoFixedFunction) - { if (sLastMask & MAP_BINORMAL) { if (!(data_mask & MAP_BINORMAL)) @@ -348,7 +297,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& sLastMask) glClientActiveTextureARB(GL_TEXTURE0_ARB); } } - + sLastMask = data_mask; } } @@ -734,12 +683,12 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : S32 LLVertexBuffer::calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices) { S32 offset = 0; - for (S32 i=0; i& pos, const std::vector& norm); static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp); @@ -141,7 +140,7 @@ public: // 5 - modify LLViewerShaderMgr::mReservedAttribs // 6 - update LLVertexBuffer::setupVertexArray enum { - TYPE_VERTEX, + TYPE_VERTEX = 0, TYPE_NORMAL, TYPE_TEXCOORD0, TYPE_TEXCOORD1, @@ -149,14 +148,12 @@ public: TYPE_TEXCOORD3, TYPE_COLOR, TYPE_EMISSIVE, - // These use VertexAttribPointer and should possibly be made generic TYPE_BINORMAL, TYPE_WEIGHT, TYPE_WEIGHT4, TYPE_CLOTHWEIGHT, - TYPE_MAX, - //no actual additional data, but indicates position.w is texture index TYPE_TEXTURE_INDEX, + TYPE_MAX, TYPE_INDEX, }; enum { 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 4821a22070c1f68f224ff670096c2bddf25b932a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 18:29:38 -0500 Subject: SH-2244 Fix for mac build? --- indra/llrender/llgl.cpp | 17 ++++++++++++++--- indra/llrender/llvertexbuffer.cpp | 12 ++++++++++++ 2 files changed, 26 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index f546e07320..4d0dfbf75d 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -67,6 +67,12 @@ static const std::string HEADLESS_VERSION_STRING("1.0"); std::ofstream gFailLog; +#if GL_ARB_debug_output + +#ifndef APIENTRY +#define APIENTRY +#endif + void APIENTRY gl_debug_callback(GLenum source, GLenum type, GLuint id, @@ -82,6 +88,7 @@ void APIENTRY gl_debug_callback(GLenum source, llwarns << "Message: " << message << llendl; llwarns << "-----------------------" << llendl; } +#endif void ll_init_fail_log(std::string filename) { @@ -127,7 +134,9 @@ std::list LLGLUpdate::sGLQ; #if (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS // ATI prototypes +#if LL_WINDOWS PFNGLGETSTRINGIPROC glGetStringi = NULL; +#endif // vertex blending prototypes PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB = NULL; @@ -484,6 +493,7 @@ bool LLGLManager::initGL() LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL; } +#if LL_WINDOWS if (!glGetStringi) { glGetStringi = (PFNGLGETSTRINGIPROC) GLH_EXT_GET_PROC_ADDRESS("glGetStringi"); @@ -501,7 +511,6 @@ bool LLGLManager::initGL() str << (const char*) glGetStringi(GL_EXTENSIONS, i) << " "; } -#if LL_WINDOWS { PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = 0; wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB"); @@ -510,12 +519,12 @@ bool LLGLManager::initGL() str << (const char*) wglGetExtensionsStringARB(wglGetCurrentDC()); } } -#endif + free(gGLHExts.mSysExts); std::string extensions = str.str(); gGLHExts.mSysExts = strdup(extensions.c_str()); - } +#endif // Extract video card strings and convert to upper case to // work around driver-to-driver variation in capitalization. @@ -654,12 +663,14 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } +#if LL_WINDOWS if (mHasDebugOutput && gDebugGL) { //setup debug output callback glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } +#endif //HACK always disable texture multisample, use FXAA instead mHasTextureMultisample = FALSE; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index b2a0f6822d..add3decee3 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -575,7 +575,9 @@ void LLVertexBuffer::unbind() { if (sGLRenderArray) { +#if GL_ARB_vertex_array_object glBindVertexArray(0); +#endif sGLRenderArray = 0; } @@ -733,7 +735,9 @@ LLVertexBuffer::~LLVertexBuffer() if (mGLArray) { +#if GL_ARB_vertex_array_object glDeleteVertexArrays(1, &mGLArray); +#endif } sCount--; @@ -1049,7 +1053,9 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) if (gGLManager.mHasVertexArrayObject && useVBOs() && (LLRender::sGLCoreProfile || sUseVAO)) { +#if GL_ARB_vertex_array_object glGenVertexArrays(1, &mGLArray); +#endif setupVertexArray(); } } @@ -1128,7 +1134,9 @@ void LLVertexBuffer::setupVertexArray() } } +#if GL_ARB_vertex_array_object glBindVertexArray(0); +#endif } void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) @@ -1864,7 +1872,9 @@ bool LLVertexBuffer::bindGLArray() { if (mGLArray && sGLRenderArray != mGLArray) { +#if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); +#endif sGLRenderArray = mGLArray; return true; } @@ -2072,7 +2082,9 @@ void LLVertexBuffer::setBuffer(U32 data_mask) { if (sGLRenderArray) { +#if GL_ARB_vertex_array_object glBindVertexArray(0); +#endif sGLRenderArray = 0; } -- cgit v1.2.3 From 4f2b20a30dff80756a2efdceceb3651cc05f1aee Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 20:47:55 -0500 Subject: SH-2244 Fix for mac build? (take two) --- indra/llrender/llglheaders.h | 25 +++++++++++++++++++++++++ indra/llrender/llvertexbuffer.cpp | 9 +-------- 2 files changed, 26 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index ede1983651..226e5dd918 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -914,6 +914,31 @@ extern void glGetBufferPointervARB (GLenum, GLenum, GLvoid* *); #endif /* GL_GLEXT_FUNCTION_POINTERS */ #endif +#ifndef GL_ARB_texture_rg +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#endif + // May be needed for DARWIN... // #ifndef GL_ARB_compressed_tex_image // #define GL_ARB_compressed_tex_image 1 diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index add3decee3..422f2a06d6 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -255,13 +255,6 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) MAP_TEXCOORD3 }; - U32 type_tc[] = - { - TYPE_TEXCOORD1, - TYPE_TEXCOORD2, - TYPE_TEXCOORD3 - }; - for (U32 i = 0; i < 3; i++) { if (sLastMask & map_tc[i]) @@ -2221,7 +2214,7 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) { S32 loc = TYPE_VERTEX; void* ptr = (void*)(base + mOffsets[TYPE_VERTEX]); - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr); } } else -- cgit v1.2.3 From 2b604adf7bd20bbd78fce38ed44e2eba1ff1cdc8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 23:39:45 -0500 Subject: SH-2244 Fix for linux build? --- indra/llrender/llglheaders.h | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'indra') diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index 226e5dd918..10aad202e1 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -68,6 +68,12 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB; extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB; extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB; +// GL_ARB_vertex_array_object +extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +extern PFNGLISVERTEXARRAYPROC glIsVertexArray; + // GL_ARB_sync extern PFNGLFENCESYNCPROC glFenceSync; extern PFNGLISSYNCPROC glIsSync; @@ -310,6 +316,12 @@ extern PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB; extern PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements; #endif // LL_LINUX_NV_GL_HEADERS +// GL_ARB_vertex_array_object +extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +extern PFNGLISVERTEXARRAYPROC glIsVertexArray; + // GL_ARB_vertex_buffer_object extern PFNGLBINDBUFFERARBPROC glBindBufferARB; extern PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB; -- 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/llrender/llshadermgr.cpp | 1 + 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 +- 112 files changed, 112 insertions(+), 111 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 889b436ac5..17191a2d97 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -561,6 +561,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup("#version 400\n"); } + text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n"); text[count++] = strdup("#define FXAA_GLSL_130 1\n"); text[count++] = strdup("#define ATTRIBUTE in\n"); 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 552a02dcbaf5868b5d2164e3bf2a8732f9bce0dd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 13:52:00 -0500 Subject: SH-2244 Fix for shaders not building on GL < 2.1 --- indra/llrender/llshadermgr.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 889b436ac5..55c10b4341 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -539,6 +539,8 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade if (gGLManager.mGLVersion < 2.1f) { text[count++] = strdup("#version 110\n"); + text[count++] = strdup("#define ATTRIBUTE attribute\n"); + text[count++] = strdup("#define VARYING varying\n"); } else if (gGLManager.mGLVersion < 3.f) { -- 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/llrender/llrender.cpp | 1 + indra/newview/llviewershadermgr.cpp | 8 ++++++++ 2 files changed, 9 insertions(+) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 685334555a..13e7c6094c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1039,6 +1039,7 @@ LLRender::LLRender() mMatIdx[i] = 0; mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; + mMatrix[i][0].make_identity(); } mLightHash = 0; 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/llui/llui.cpp | 6 +++--- indra/newview/lldrawpoolwater.cpp | 7 ++++++- indra/newview/llvowater.cpp | 2 +- 3 files changed, 10 insertions(+), 5 deletions(-) (limited to 'indra') diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp index 212672b809..36f87fc597 100644 --- a/indra/llui/llui.cpp +++ b/indra/llui/llui.cpp @@ -534,7 +534,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex } } - gGL.getTexUnit(0)->bind(image); + gGL.getTexUnit(0)->bind(image, true); gGL.color4fv(color.mV); @@ -732,7 +732,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre LLGLSUIDefault gls_ui; - gGL.getTexUnit(0)->bind(image); + gGL.getTexUnit(0)->bind(image, true); gGL.color4fv(color.mV); @@ -785,7 +785,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD); - gGL.getTexUnit(0)->bind(image); + gGL.getTexUnit(0)->bind(image, true); gGL.color4fv(color.mV); 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 f6744182511d68ccc135174b1999d3e4ae260881 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 25 Sep 2011 00:20:12 -0500 Subject: SH-2244 Fix for UI blanking out on shader reload (stale matrix hash cleanup) --- indra/llrender/llglslshader.cpp | 13 ++++++++----- indra/llrender/llrender.cpp | 3 +-- 2 files changed, 9 insertions(+), 7 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index da4658dc03..674d6dcf7e 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -76,11 +76,7 @@ hasAlphaMask(false) LLGLSLShader::LLGLSLShader() : mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE) { - for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) - { - mMatHash[i] = 0xFFFFFFFF; - } - mLightHash = 0xFFFFFFFF; + } void LLGLSLShader::unload() @@ -116,6 +112,13 @@ void LLGLSLShader::unload() BOOL LLGLSLShader::createShader(vector * attributes, vector * uniforms) { + //reloading, reset matrix hash values + for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) + { + mMatHash[i] = 0xFFFFFFFF; + } + mLightHash = 0xFFFFFFFF; + llassert_always(!mShaderFiles.empty()); BOOL success = TRUE; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 13e7c6094c..613d159901 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1039,7 +1039,6 @@ LLRender::LLRender() mMatIdx[i] = 0; mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; - mMatrix[i][0].make_identity(); } mLightHash = 0; @@ -1228,7 +1227,7 @@ void LLRender::syncMatrices() syncLightState(); } } - else + else if (!LLGLSLShader::sNoFixedFunction) { for (U32 i = 0; i < 2; ++i) { -- cgit v1.2.3 From 56191701bcbc0ef1b6872cc6bfac1d18f636fd12 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 25 Sep 2011 02:43:43 -0500 Subject: SH-2244 Fix for crash when enabling core profile on AMD GPUs --- indra/llrender/llgl.cpp | 55 ++++++++++++++++++++++++++++----------- indra/llrender/llrender.cpp | 3 ++- indra/llrender/llvertexbuffer.cpp | 4 ++- 3 files changed, 45 insertions(+), 17 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 4d0dfbf75d..59c63d8465 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -493,6 +493,8 @@ bool LLGLManager::initGL() LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL; } + stop_glerror(); + #if LL_WINDOWS if (!glGetStringi) { @@ -508,7 +510,9 @@ bool LLGLManager::initGL() glGetIntegerv(GL_NUM_EXTENSIONS, &count); for (GLint i = 0; i < count; ++i) { - str << (const char*) glGetStringi(GL_EXTENSIONS, i) << " "; + std::string ext((const char*) glGetStringi(GL_EXTENSIONS, i)); + str << ext << " "; + LL_DEBUGS("GLExtensions") << ext << llendl; } { @@ -526,6 +530,8 @@ bool LLGLManager::initGL() } #endif + stop_glerror(); + // Extract video card strings and convert to upper case to // work around driver-to-driver variation in capitalization. mGLVendor = std::string((const char *)glGetString(GL_VENDOR)); @@ -612,8 +618,10 @@ bool LLGLManager::initGL() mGLVendorShort = "MISC"; } + stop_glerror(); // This is called here because it depends on the setting of mIsGF2or4MX, and sets up mHasMultitexture. initExtensions(); + stop_glerror(); if (mHasATIMemInfo) { //ask the gl how much vram is free at startup and attempt to use no more than half of that @@ -629,7 +637,22 @@ bool LLGLManager::initGL() mVRAM = dedicated_memory/1024; } - if (mHasMultitexture) + stop_glerror(); + + stop_glerror(); + + if (mHasFragmentShader) + { + GLint num_tex_image_units; + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units); + mNumTextureImageUnits = llmin(num_tex_image_units, 32); + } + + if (LLRender::sGLCoreProfile) + { + mNumTextureUnits = mNumTextureImageUnits; + } + else if (mHasMultitexture) { GLint num_tex_units; glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &num_tex_units); @@ -648,12 +671,7 @@ bool LLGLManager::initGL() return false; } - if (mHasFragmentShader) - { - GLint num_tex_image_units; - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units); - mNumTextureImageUnits = llmin(num_tex_image_units, 32); - } + stop_glerror(); if (mHasTextureMultisample) { @@ -663,6 +681,8 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } + stop_glerror(); + #if LL_WINDOWS if (mHasDebugOutput && gDebugGL) { //setup debug output callback @@ -672,6 +692,8 @@ bool LLGLManager::initGL() } #endif + stop_glerror(); + //HACK always disable texture multisample, use FXAA instead mHasTextureMultisample = FALSE; #if LL_WINDOWS @@ -685,10 +707,17 @@ bool LLGLManager::initGL() { glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples); } + + stop_glerror(); setToDebugGPU(); + stop_glerror(); + initGLStates(); + + stop_glerror(); + return true; } @@ -903,10 +932,10 @@ void LLGLManager::initExtensions() #if !LL_DARWIN mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts); #endif - mHasShaderObjects = ExtensionExists("GL_ARB_shader_objects", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts); + mHasShaderObjects = ExtensionExists("GL_ARB_shader_objects", gGLHExts.mSysExts) && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts)); mHasVertexShader = ExtensionExists("GL_ARB_vertex_program", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_vertex_shader", gGLHExts.mSysExts) - && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts); - mHasFragmentShader = ExtensionExists("GL_ARB_fragment_shader", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts); + && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts)); + mHasFragmentShader = ExtensionExists("GL_ARB_fragment_shader", gGLHExts.mSysExts) && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts)); #endif #if LL_LINUX || LL_SOLARIS @@ -1338,10 +1367,6 @@ void log_glerror() void do_assert_glerror() { - if (LL_UNLIKELY(!gGLManager.mInited)) - { - LL_ERRS("RenderInit") << "GL not initialized" << LL_ENDL; - } // Create or update texture to be used with this data GLenum error; error = glGetError(); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 613d159901..8ba164fcc9 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1052,12 +1052,13 @@ LLRender::~LLRender() void LLRender::init() { llassert_always(mBuffer.isNull()) ; - + stop_glerror(); mBuffer = new LLVertexBuffer(immediate_mask, 0); mBuffer->allocateBuffer(4096, 0, TRUE); mBuffer->getVertexStrider(mVerticesp); mBuffer->getTexCoord0Strider(mTexcoordsp); mBuffer->getColorStrider(mColorsp); + stop_glerror(); } void LLRender::shutdown() diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 422f2a06d6..1b7b0cdf3e 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -1024,7 +1024,9 @@ void LLVertexBuffer::updateNumIndices(S32 nindices) void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) { LLMemType mt2(LLMemType::MTYPE_VERTEX_ALLOCATE_BUFFER); - + + stop_glerror(); + if (nverts < 0 || nindices < 0 || nverts > 65536) { -- cgit v1.2.3 From 058b79fadd8b134b6f718be2efb395d6d61e0aeb Mon Sep 17 00:00:00 2001 From: Dave Parks 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') 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') 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 --- indra/llrender/llgl.cpp | 2 +- indra/llrender/llimagegl.cpp | 12 +++++-- indra/llrender/llvertexbuffer.cpp | 17 ++++----- indra/llrender/llvertexbuffer.h | 2 +- .../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 + 12 files changed, 71 insertions(+), 34 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 59c63d8465..189a460001 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -650,7 +650,7 @@ bool LLGLManager::initGL() if (LLRender::sGLCoreProfile) { - mNumTextureUnits = mNumTextureImageUnits; + mNumTextureUnits = llmin(mNumTextureImageUnits, MAX_GL_TEXTURE_UNITS); } else if (mHasMultitexture) { diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 12089e5ad3..cbdb8f83f6 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -725,9 +725,12 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } else if (!is_compressed) { - if (mAutoGenMips && !LLRender::sGLCoreProfile) //auto-generating mipmaps is deprecated in GL 3.0 + if (mAutoGenMips) { - glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); + if (!glGenerateMipmap) + { + glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); + } stop_glerror(); { // LLFastTimer t2(FTM_TEMP4); @@ -756,6 +759,11 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) stop_glerror(); } } + + if (glGenerateMipmap) + { + glGenerateMipmap(LLTexUnit::getInternalType(mBindTarget)); + } } else { diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1b7b0cdf3e..199699449a 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -34,6 +34,7 @@ #include "llmemtype.h" #include "llrender.h" #include "llvector4a.h" +#include "llshadermgr.h" #include "llglslshader.h" #include "llmemory.h" @@ -121,6 +122,7 @@ public: }; +//NOTE: each component must be AT LEAST 4 bytes in size to avoid a performance penalty on AMD hardware S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] = { sizeof(LLVector4), // TYPE_VERTEX, @@ -130,7 +132,7 @@ S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] = sizeof(LLVector2), // TYPE_TEXCOORD2, sizeof(LLVector2), // TYPE_TEXCOORD3, sizeof(LLColor4U), // TYPE_COLOR, - sizeof(U8), // TYPE_EMISSIVE + sizeof(LLColor4U), // TYPE_EMISSIVE, only alpha is used currently sizeof(LLVector4), // TYPE_BINORMAL, sizeof(F32), // TYPE_WEIGHT, sizeof(LLVector4), // TYPE_WEIGHT4, @@ -1071,7 +1073,7 @@ void LLVertexBuffer::setupVertexArray() 2, //TYPE_TEXCOORD2, 2, //TYPE_TEXCOORD3, 4, //TYPE_COLOR, - 1, //TYPE_EMISSIVE, + 4, //TYPE_EMISSIVE, 3, //TYPE_BINORMAL, 1, //TYPE_WEIGHT, 4, //TYPE_WEIGHT4, @@ -1842,9 +1844,9 @@ bool LLVertexBuffer::getColorStrider(LLStrider& strider, S32 index, S { return VertexBufferStrider::get(*this, strider, index, count, map_range); } -bool LLVertexBuffer::getEmissiveStrider(LLStrider& strider, S32 index, S32 count, bool map_range) +bool LLVertexBuffer::getEmissiveStrider(LLStrider& strider, S32 index, S32 count, bool map_range) { - return VertexBufferStrider::get(*this, strider, index, count, map_range); + return VertexBufferStrider::get(*this, strider, index, count, map_range); } bool LLVertexBuffer::getWeightStrider(LLStrider& strider, S32 index, S32 count, bool map_range) { @@ -1994,18 +1996,17 @@ void LLVertexBuffer::setBuffer(U32 data_mask) if (shader) { U32 required_mask = 0; - for (U32 i = 0; i < LLVertexBuffer::TYPE_MAX; ++i) + for (U32 i = 0; i < LLVertexBuffer::TYPE_TEXTURE_INDEX; ++i) { if (shader->getAttribLocation(i) > -1) { U32 required = 1 << i; if ((data_mask & required) == 0) { - llwarns << "Missing attribute: " << i << llendl; + llwarns << "Missing attribute: " << LLShaderMgr::instance()->mReservedAttribs[i] << llendl; } required_mask |= required; - } } @@ -2186,7 +2187,7 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) { S32 loc = TYPE_EMISSIVE; void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); - glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); } if (data_mask & MAP_WEIGHT) { diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index d116a552fa..98cab8b162 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -228,7 +228,7 @@ public: bool getNormalStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getBinormalStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getColorStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); - bool getEmissiveStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); + bool getEmissiveStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getWeightStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getWeight4Strider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); bool getClothWeightStrider(LLStrider& strider, S32 index=0, S32 count = -1, bool map_range = false); 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') 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') 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') 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') 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/llrender/llglslshader.cpp | 8 +-- indra/llrender/llglslshader.h | 2 +- indra/llrender/llshadermgr.cpp | 56 ++++++++++++--- 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 +++--- 49 files changed, 443 insertions(+), 162 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') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 674d6dcf7e..3b6cc084b1 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -51,6 +51,7 @@ using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; +S32 LLGLSLShader::sIndexedTextureChannels = NULL; bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly @@ -125,13 +126,6 @@ BOOL LLGLSLShader::createShader(vector * attributes, // Create program mProgramObject = glCreateProgramObjectARB(); -#if !LL_DARWIN - if (gGLManager.mGLVersion < 3.1f) - { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support) - mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); - } -#endif // !LL_DARWIN - //compile new source vector< pair >::iterator fileIter = mShaderFiles.begin(); for ( ; fileIter != mShaderFiles.end(); fileIter++ ) diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 04dc594d87..beef57796d 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -69,7 +69,7 @@ public: static GLhandleARB sCurBoundShader; static LLGLSLShader* sCurBoundShaderPtr; - + static S32 sIndexedTextureChannels; static bool sNoFixedFunction; void unload(); diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 7dde24a437..16180c6831 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -81,7 +81,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } @@ -161,7 +168,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if(features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } @@ -241,7 +255,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -280,7 +294,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } @@ -304,7 +318,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else if (features->hasWaterFog) @@ -336,7 +350,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -355,7 +369,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -395,7 +409,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } @@ -419,7 +433,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -438,10 +452,26 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } + + if (features->mIndexedTextureChannels <= 1) + { + if (!shader->attachObject("objects/nonindexedTextureV.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("objects/indexedTextureV.glsl")) + { + return FALSE; + } + } + return TRUE; } @@ -631,7 +661,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup(decl.c_str()); } - text[count++] = strdup("VARYING float vary_texture_index;\n"); + if (texture_index_channels > 1) + { + text[count++] = strdup("VARYING float vary_texture_index;\n"); + } + text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); text[count++] = strdup("{\n"); 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') 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') 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 5ca512fa1f36998440bad5256730c9d22f195037 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 12:38:31 -0500 Subject: SH-2450 Potential fix for crash on GeForce 4xx when allocating LLVertexBuffer data --- indra/llrender/llvertexbuffer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 199699449a..5756ccdcd5 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -560,8 +560,8 @@ void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) sDisableVBOMapping = sEnableVBOs && no_vbo_mapping ; if(!sPrivatePoolp) - { - sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ; + { //disable private pool for now -- lots of memory allocations failing for vertex buffers erroneously + //sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ; } } -- 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/llmessage/llassetstorage.cpp | 30 +++++++++++++++--------------- indra/llui/llnotifications.cpp | 2 +- indra/newview/llviewerassetstorage.cpp | 8 ++++---- 3 files changed, 20 insertions(+), 20 deletions(-) (limited to 'indra') diff --git a/indra/llmessage/llassetstorage.cpp b/indra/llmessage/llassetstorage.cpp index 31cdb1219b..9b86daebe5 100644 --- a/indra/llmessage/llassetstorage.cpp +++ b/indra/llmessage/llassetstorage.cpp @@ -149,8 +149,8 @@ void LLAssetInfo::setFromNameValue( const LLNameValue& nv ) setName( buf ); buf.assign( str, pos2, std::string::npos ); setDescription( buf ); - llinfos << "uuid: " << mUuid << llendl; - llinfos << "creator: " << mCreatorID << llendl; + LL_DEBUGS("AssetStorage") << "uuid: " << mUuid << llendl; + LL_DEBUGS("AssetStorage") << "creator: " << mCreatorID << llendl; } ///---------------------------------------------------------------------------- @@ -434,9 +434,9 @@ bool LLAssetStorage::findInStaticVFSAndInvokeCallback(const LLUUID& uuid, LLAsse // IW - uuid is passed by value to avoid side effects, please don't re-add & void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LLGetAssetCallback callback, void *user_data, BOOL is_priority) { - lldebugs << "LLAssetStorage::getAssetData() - " << uuid << "," << LLAssetType::lookup(type) << llendl; + LL_DEBUGS("AssetStorage") << "LLAssetStorage::getAssetData() - " << uuid << "," << LLAssetType::lookup(type) << llendl; - llinfos << "ASSET_TRACE requesting " << uuid << " type " << LLAssetType::lookup(type) << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_TRACE requesting " << uuid << " type " << LLAssetType::lookup(type) << llendl; if (user_data) { @@ -446,7 +446,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL if (mShutDown) { - llinfos << "ASSET_TRACE cancelled " << uuid << " type " << LLAssetType::lookup(type) << " shutting down" << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_TRACE cancelled " << uuid << " type " << LLAssetType::lookup(type) << " shutting down" << llendl; if (callback) { @@ -468,7 +468,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL // Try static VFS first. if (findInStaticVFSAndInvokeCallback(uuid,type,callback,user_data)) { - llinfos << "ASSET_TRACE asset " << uuid << " found in static VFS" << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << uuid << " found in static VFS" << llendl; return; } @@ -486,7 +486,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL callback(mVFS, uuid, type, user_data, LL_ERR_NOERR, LL_EXSTAT_VFS_CACHED); } - llinfos << "ASSET_TRACE asset " << uuid << " found in VFS" << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << uuid << " found in VFS" << llendl; } else { @@ -520,7 +520,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL } if (duplicate) { - llinfos << "Adding additional non-duplicate request for asset " << uuid + LL_DEBUGS("AssetStorage") << "Adding additional non-duplicate request for asset " << uuid << "." << LLAssetType::lookup(type) << llendl; } @@ -584,9 +584,9 @@ void LLAssetStorage::downloadCompleteCallback( LLAssetType::EType file_type, void* user_data, LLExtStat ext_status) { - llinfos << "ASSET_TRACE asset " << file_id << " downloadCompleteCallback" << llendl; + LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << file_id << " downloadCompleteCallback" << llendl; - lldebugs << "LLAssetStorage::downloadCompleteCallback() for " << file_id + LL_DEBUGS("AssetStorage") << "LLAssetStorage::downloadCompleteCallback() for " << file_id << "," << LLAssetType::lookup(file_type) << llendl; LLAssetRequest* req = (LLAssetRequest*)user_data; if(!req) @@ -731,7 +731,7 @@ void LLAssetStorage::getEstateAsset(const LLHost &object_sim, const LLUUID &agen tpvf.setAsset(asset_id, atype); tpvf.setCallback(downloadEstateAssetCompleteCallback, req); - llinfos << "Starting transfer for " << asset_id << llendl; + LL_DEBUGS("AssetStorage") << "Starting transfer for " << asset_id << llendl; LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(source_host, LLTCT_ASSET); ttcp->requestTransfer(spe, tpvf, 100.f + (is_priority ? 1.f : 0.f)); } @@ -871,7 +871,7 @@ void LLAssetStorage::getInvItemAsset(const LLHost &object_sim, const LLUUID &age tpvf.setAsset(asset_id, atype); tpvf.setCallback(downloadInvItemCompleteCallback, req); - llinfos << "Starting transfer for inventory asset " + LL_DEBUGS("AssetStorage") << "Starting transfer for inventory asset " << item_id << " owned by " << owner_id << "," << task_id << llendl; LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(source_host, LLTCT_ASSET); @@ -1211,7 +1211,7 @@ bool LLAssetStorage::deletePendingRequest(LLAssetStorage::ERequestType rt, request_list_t* requests = getRequestList(rt); if (deletePendingRequestImpl(requests, asset_type, asset_id)) { - llinfos << "Asset " << getRequestName(rt) << " request for " + LL_DEBUGS("AssetStorage") << "Asset " << getRequestName(rt) << " request for " << asset_id << "." << LLAssetType::lookup(asset_type) << " removed from pending queue." << llendl; return true; @@ -1307,7 +1307,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, vo user_data == ((LLLegacyAssetRequest *)tmp->mUserData)->mUserData) { // this is a duplicate from the same subsystem - throw it away - llinfos << "Discarding duplicate request for UUID " << uuid << llendl; + LL_DEBUGS("AssetStorage") << "Discarding duplicate request for UUID " << uuid << llendl; return; } } @@ -1490,7 +1490,7 @@ void LLAssetStorage::reportMetric( const LLUUID& asset_id, const LLAssetType::ET { if( !metric_recipient ) { - llinfos << "Couldn't store LLAssetStoreage::reportMetric - no metrics_recipient" << llendl; + LL_DEBUGS("AssetStorage") << "Couldn't store LLAssetStoreage::reportMetric - no metrics_recipient" << llendl; return; } diff --git a/indra/llui/llnotifications.cpp b/indra/llui/llnotifications.cpp index ffe5908a9d..3fa13d7bb0 100644 --- a/indra/llui/llnotifications.cpp +++ b/indra/llui/llnotifications.cpp @@ -1640,7 +1640,7 @@ LLNotificationPtr LLNotifications::find(LLUUID uuid) LLNotificationSet::iterator it=mItems.find(target); if (it == mItems.end()) { - llwarns << "Tried to dereference uuid '" << uuid << "' as a notification key but didn't find it." << llendl; + LL_DEBUGS("Notifications") << "Tried to dereference uuid '" << uuid << "' as a notification key but didn't find it." << llendl; return LLNotificationPtr((LLNotification*)NULL); } else 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') 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') 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 872567c0c1a58272b276303c881585acf9ba9ac0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 16:51:23 -0500 Subject: SH-2244 Fix for mac build? --- indra/llrender/llimagegl.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index cbdb8f83f6..3d3c94ef3e 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -727,7 +727,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) { if (mAutoGenMips) { - if (!glGenerateMipmap) + if (!gGLManager.mHasFramebufferObject) { glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); } @@ -760,7 +760,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } } - if (glGenerateMipmap) + if (gGLManager.mHasFramebufferObject) { glGenerateMipmap(LLTexUnit::getInternalType(mBindTarget)); } -- cgit v1.2.3 From b8b0886f3e7a421ad5f90cd5454a39f4d2dac959 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 16:55:41 -0500 Subject: SH-2507 Fix for linux build --- indra/llrender/llglslshader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 3b6cc084b1..ddadf07d73 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -51,7 +51,7 @@ using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; -S32 LLGLSLShader::sIndexedTextureChannels = NULL; +S32 LLGLSLShader::sIndexedTextureChannels = 0; bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly -- 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') 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/llrender/llvertexbuffer.cpp | 4 ++-- indra/newview/app_settings/settings.xml | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 5756ccdcd5..71596d41d3 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -560,8 +560,8 @@ void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) sDisableVBOMapping = sEnableVBOs && no_vbo_mapping ; if(!sPrivatePoolp) - { //disable private pool for now -- lots of memory allocations failing for vertex buffers erroneously - //sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ; + { + sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ; } } 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') 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/llrender/llrender.cpp | 4 +- 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 +------- 69 files changed, 424 insertions(+), 2737 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') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 8ba164fcc9..bbdd0a7a60 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1,4 +1,4 @@ -/** + /** * @file llrender.cpp * @brief LLRender implementation * @@ -1132,6 +1132,8 @@ void LLRender::syncLightState() shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); shader->uniform4fv("light_ambient", 1, mAmbientLightColor.mV); + //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform + shader->uniform4fv("sunlight_color", 1, diffuse[0].mV); } } 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') 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') 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') 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') 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') 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') 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') 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') 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 f558d86578b6ce77e63710d9133b45c5737d1164 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 01:11:26 -0500 Subject: SH-2244 Don't use multisample texture (ever), and don't use GL_DEPTH_COMPONENT32 (use GL_DEPTH_COMPONENT24) --- indra/llrender/llrendertarget.cpp | 43 +++------------------------------------ 1 file changed, 3 insertions(+), 40 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 8c0d3592df..1a80688dfc 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -84,20 +84,8 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo mStencil = stencil; mUsage = usage; mUseDepth = depth; - mSamples = samples; - mSamples = gGLManager.getNumFBOFSAASamples(mSamples); - - if (mSamples > 1 && gGLManager.mHasTextureMultisample) - { - mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE; - //no support for multisampled stencil targets yet - mStencil = false; - } - else - { - mSamples = 0; - } + mSamples = 0; if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { @@ -157,21 +145,6 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt) stop_glerror(); -#ifdef GL_ARB_texture_multisample - if (mSamples > 1) - { - clear_glerror(); - glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE); - if (glGetError() != GL_NO_ERROR) - { - llwarns << "Could not allocate multisample color buffer for render target." << llendl; - return false; - } - } - else -#else - llassert_always(mSamples <= 1); -#endif { clear_glerror(); LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL); @@ -253,21 +226,11 @@ bool LLRenderTarget::allocateDepth() if (mSamples == 0) { U32 internal_type = LLTexUnit::getInternalType(mUsage); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - stop_glerror(); - clear_glerror(); - LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - } -#ifdef GL_ARB_texture_multisample - else - { stop_glerror(); clear_glerror(); - glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE); + LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } -#else - llassert_always(mSamples <= 1); -#endif } if (glGetError() != GL_NO_ERROR) -- cgit v1.2.3