/** * @file llviewershadermgr.cpp * @brief Viewer shader manager implementation. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include #include "llfeaturemanager.h" #include "llviewershadermgr.h" #include "llviewercontrol.h" #include "llversioninfo.h" #include "llrender.h" #include "llenvironment.h" #include "llerrorcontrol.h" #include "llatmosphere.h" #include "llworld.h" #include "llsky.h" #include "pipeline.h" #include "llfile.h" #include "llviewerwindow.h" #include "llwindow.h" #include "lljoint.h" #include "llskinningutil.h" static LLStaticHashedString sTexture0("texture0"); static LLStaticHashedString sTexture1("texture1"); static LLStaticHashedString sTex0("tex0"); static LLStaticHashedString sTex1("tex1"); static LLStaticHashedString sDitherTex("dither_tex"); static LLStaticHashedString sGlowMap("glowMap"); static LLStaticHashedString sScreenMap("screenMap"); // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; using std::make_pair; using std::string; bool LLViewerShaderMgr::sInitialized = false; bool LLViewerShaderMgr::sSkipReload = false; LLVector4 gShinyOrigin; S32 clamp_terrain_mapping(S32 mapping) { // 1 = "flat", 2 not implemented, 3 = triplanar mapping mapping = llclamp(mapping, 1, 3); if (mapping == 2) { mapping = 1; } return mapping; } //utility shaders LLGLSLShader gOcclusionProgram; LLGLSLShader gSkinnedOcclusionProgram; LLGLSLShader gOcclusionCubeProgram; LLGLSLShader gGlowCombineProgram; LLGLSLShader gReflectionMipProgram; LLGLSLShader gGaussianProgram; LLGLSLShader gRadianceGenProgram; LLGLSLShader gHeroRadianceGenProgram; LLGLSLShader gIrradianceGenProgram; LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureCompareProgram; LLGLSLShader gOneTextureFilterProgram; LLGLSLShader gDebugProgram; LLGLSLShader gSkinnedDebugProgram; LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; LLGLSLShader gClipProgram; LLGLSLShader gAlphaMaskProgram; LLGLSLShader gBenchmarkProgram; LLGLSLShader gReflectionProbeDisplayProgram; LLGLSLShader gCopyProgram; LLGLSLShader gCopyDepthProgram; LLGLSLShader gPBRTerrainBakeProgram; //object shaders LLGLSLShader gObjectPreviewProgram; LLGLSLShader gSkinnedObjectPreviewProgram; LLGLSLShader gPhysicsPreviewProgram; LLGLSLShader gObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectBumpProgram; LLGLSLShader gSkinnedObjectBumpProgram; LLGLSLShader gObjectAlphaMaskNoColorProgram; //environment shaders LLGLSLShader gWaterProgram; LLGLSLShader gWaterEdgeProgram; LLGLSLShader gUnderWaterProgram; //interface shaders LLGLSLShader gHighlightProgram; LLGLSLShader gSkinnedHighlightProgram; LLGLSLShader gHighlightNormalProgram; LLGLSLShader gHighlightSpecularProgram; LLGLSLShader gDeferredHighlightProgram; LLGLSLShader gPathfindingProgram; LLGLSLShader gPathfindingNoNormalsProgram; //avatar shader handles LLGLSLShader gAvatarProgram; LLGLSLShader gAvatarEyeballProgram; LLGLSLShader gImpostorProgram; // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; LLGLSLShader gPostScreenSpaceReflectionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredSkinnedTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gHazeProgram; LLGLSLShader gHazeWaterProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredSkinnedShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram; LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram; LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram; LLGLSLShader gDeferredSkinnedShadowGLTFAlphaBlendProgram; LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAvatarAlphaShadowProgram; LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gHUDAlphaProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredAlphaImpostorProgram; LLGLSLShader gDeferredSkinnedAlphaImpostorProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gHUDFullbrightProgram; LLGLSLShader gDeferredFullbrightAlphaMaskProgram; LLGLSLShader gHUDFullbrightAlphaMaskProgram; LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredSkinnedEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; LLGLSLShader gDeferredDoFCombineProgram; LLGLSLShader gDeferredPostGammaCorrectProgram; LLGLSLShader gNoPostGammaCorrectProgram; LLGLSLShader gLegacyPostGammaCorrectProgram; LLGLSLShader gExposureProgram; LLGLSLShader gExposureProgramNoFade; LLGLSLShader gLuminanceProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gEnvironmentMapProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredWLSunProgram; LLGLSLShader gDeferredWLMoonProgram; LLGLSLShader gDeferredStarProgram; LLGLSLShader gDeferredFullbrightShinyProgram; LLGLSLShader gHUDFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskAlphaProgram; LLGLSLShader gNormalMapGenProgram; LLGLSLShader gDeferredGenBrdfLutProgram; LLGLSLShader gDeferredBufferVisualProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gHUDPBROpaqueProgram; LLGLSLShader gPBRGlowProgram; LLGLSLShader gPBRGlowSkinnedProgram; LLGLSLShader gDeferredPBROpaqueProgram; LLGLSLShader gDeferredSkinnedPBROpaqueProgram; LLGLSLShader gHUDPBRAlphaProgram; LLGLSLShader gDeferredPBRAlphaProgram; LLGLSLShader gDeferredSkinnedPBRAlphaProgram; LLGLSLShader gDeferredPBRTerrainProgram[TERRAIN_PAINT_TYPE_COUNT]; LLGLSLShader gGLTFPBRMetallicRoughnessProgram; //helper for making a rigged variant of a given shader static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) { riggedShader.mName = llformat("Skinned %s", shader.mName.c_str()); riggedShader.mFeatures = shader.mFeatures; riggedShader.mFeatures.hasObjectSkinning = true; riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation riggedShader.addPermutation("HAS_SKIN", "1"); riggedShader.mShaderFiles = shader.mShaderFiles; riggedShader.mShaderLevel = shader.mShaderLevel; riggedShader.mShaderGroup = shader.mShaderGroup; shader.mRiggedVariant = &riggedShader; return riggedShader.createShader(); } static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool multi_uv, bool use_sun_shadow) { variant.mName = shader.mName.c_str(); variant.mFeatures = shader.mFeatures; variant.mShaderFiles = shader.mShaderFiles; variant.mShaderLevel = shader.mShaderLevel; variant.mShaderGroup = shader.mShaderGroup; variant.mDefines = shader.mDefines; // NOTE: Must come before addPermutation U32 node_size = 16 * 3; U32 max_nodes = gGLManager.mMaxUniformBlockSize / node_size; variant.addPermutation("MAX_NODES_PER_GLTF_OBJECT", std::to_string(max_nodes)); U32 material_size = 16 * 12; U32 max_materials = gGLManager.mMaxUniformBlockSize / material_size; LLGLSLShader::sMaxGLTFMaterials = max_materials; variant.addPermutation("MAX_MATERIALS_PER_GLTF_OBJECT", std::to_string(max_materials)); U32 max_vec4s = gGLManager.mMaxUniformBlockSize / 16; variant.addPermutation("MAX_UBO_VEC4S", std::to_string(max_vec4s)); if (rigged) { variant.addPermutation("HAS_SKIN", "1"); } if (unlit) { variant.addPermutation("UNLIT", "1"); } if (multi_uv) { variant.addPermutation("MULTI_UV", "1"); } if (alpha_blend) { variant.addPermutation("ALPHA_BLEND", "1"); variant.mFeatures.calculatesLighting = false; variant.mFeatures.hasLighting = false; variant.mFeatures.isAlphaLighting = true; variant.mFeatures.hasSrgb = true; variant.mFeatures.calculatesAtmospherics = true; variant.mFeatures.hasAtmospherics = true; variant.mFeatures.hasGamma = true; variant.mFeatures.hasShadows = use_sun_shadow; variant.mFeatures.isDeferred = true; // include deferredUtils variant.mFeatures.hasReflectionProbes = true; if (use_sun_shadow) { variant.addPermutation("HAS_SUN_SHADOW", "1"); } bool success = variant.createShader(); llassert(success); // Alpha Shader Hack // See: LLRender::syncMatrices() variant.mFeatures.calculatesLighting = true; variant.mFeatures.hasLighting = true; return success; } else { return variant.createShader(); } } static bool make_gltf_variants(LLGLSLShader& shader, bool use_sun_shadow) { shader.mFeatures.mGLTF = true; shader.mGLTFVariants.resize(LLGLSLShader::NUM_GLTF_VARIANTS); for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i) { bool alpha_blend = i & LLGLSLShader::GLTFVariant::ALPHA_BLEND; bool rigged = i & LLGLSLShader::GLTFVariant::RIGGED; bool unlit = i & LLGLSLShader::GLTFVariant::UNLIT; bool multi_uv = i & LLGLSLShader::GLTFVariant::MULTI_UV; if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, multi_uv, use_sun_shadow)) { return false; } } return true; } #ifdef SHOW_ASSERT // return true if there are no redundant shaders in the given vector // also checks for redundant variants static bool no_redundant_shaders(const std::vector& shaders) { std::set names; for (LLGLSLShader* shader : shaders) { if (names.find(shader->mName) != names.end()) { LL_WARNS("Shader") << "Redundant shader: " << shader->mName << LL_ENDL; return false; } names.insert(shader->mName); if (shader->mRiggedVariant) { if (names.find(shader->mRiggedVariant->mName) != names.end()) { LL_WARNS("Shader") << "Redundant shader: " << shader->mRiggedVariant->mName << LL_ENDL; return false; } names.insert(shader->mRiggedVariant->mName); } } return true; } #endif LLViewerShaderMgr::LLViewerShaderMgr() : mShaderLevel(SHADER_COUNT, 0), mMaxAvatarShaderLevel(0) { } LLViewerShaderMgr::~LLViewerShaderMgr() { mShaderLevel.clear(); mShaderList.clear(); } void LLViewerShaderMgr::finalizeShaderList() { //ONLY shaders that need WL Param management should be added here mShaderList.push_back(&gAvatarProgram); mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gWaterEdgeProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectBumpProgram); mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); mShaderList.push_back(&gHazeProgram); mShaderList.push_back(&gHazeWaterProgram); mShaderList.push_back(&gDeferredSoftenProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gHUDAlphaProgram); mShaderList.push_back(&gDeferredAlphaImpostorProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gHUDFullbrightProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gHUDFullbrightShinyProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gEnvironmentMapProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); mShaderList.push_back(&gDeferredPBRAlphaProgram); mShaderList.push_back(&gHUDPBRAlphaProgram); mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma mShaderList.push_back(&gNoPostGammaCorrectProgram); mShaderList.push_back(&gLegacyPostGammaCorrectProgram); mShaderList.push_back(&gDeferredDiffuseProgram); mShaderList.push_back(&gDeferredBumpProgram); mShaderList.push_back(&gDeferredPBROpaqueProgram); if (gSavedSettings.getBOOL("GLTFEnabled")) { mShaderList.push_back(&gGLTFPBRMetallicRoughnessProgram); } mShaderList.push_back(&gDeferredAvatarProgram); mShaderList.push_back(&gDeferredTerrainProgram); for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) { mShaderList.push_back(&gDeferredPBRTerrainProgram[paint_type]); } mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram); mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram); mShaderList.push_back(&gDeferredTreeProgram); // make sure there are no redundancies llassert(no_redundant_shaders(mShaderList)); } // static LLViewerShaderMgr * LLViewerShaderMgr::instance() { if(NULL == sInstance) { sInstance = new LLViewerShaderMgr(); } return static_cast(sInstance); } // static void LLViewerShaderMgr::releaseInstance() { if (sInstance != NULL) { delete sInstance; sInstance = NULL; } } void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { LLShaderMgr::initAttribsAndUniforms(); } } //============================================================================ // Set Levels S32 LLViewerShaderMgr::getShaderLevel(S32 type) { return mShaderLevel[type]; } //============================================================================ // Shader Management void LLViewerShaderMgr::setShaders() { LL_PROFILE_ZONE_SCOPED; //setShaders might be called redundantly by gSavedSettings, so return on reentrance static bool reentrance = false; if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) { return; } mShaderList.clear(); if (!gGLManager.mHasRequirements) { // Viewer will show 'hardware requirements' warning later LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL; return; } { static LLCachedControl shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true); static LLUUID old_cache_version; static LLUUID current_cache_version; if (current_cache_version.isNull()) { HBXXH128 hash_obj; hash_obj.update(LLVersionInfo::instance().getVersion()); current_cache_version = hash_obj.digest(); old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion")); gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString()); } initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version); } static LLCachedControl max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16); // when using indexed texture rendering, leave some texture units available for shadow and reflection maps static LLCachedControl reserved_texture_units(gSavedSettings, "RenderReservedTextureIndices", 14); LLGLSLShader::sIndexedTextureChannels = 4; //llclamp(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units); reentrance = true; // Make sure the compiled shader map is cleared before we recompile shaders. mVertexShaderObjects.clear(); mFragmentShaderObjects.clear(); initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); unloadShaders(); LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); } // Shaders LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL; for (S32 i = 0; i < SHADER_COUNT; i++) { mShaderLevel[i] = 0; } mMaxAvatarShaderLevel = 0; LLVertexBuffer::unbind(); llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)); S32 light_class = 3; S32 interface_class = 2; S32 env_class = 2; S32 obj_class = 2; S32 effect_class = 2; S32 wl_class = 2; S32 water_class = 3; S32 deferred_class = 3; // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())) { gSky.mVOSkyp->forceSkyUpdate(); } // Load lighting shaders mShaderLevel[SHADER_LIGHTING] = light_class; mShaderLevel[SHADER_INTERFACE] = interface_class; mShaderLevel[SHADER_ENVIRONMENT] = env_class; mShaderLevel[SHADER_WATER] = water_class; mShaderLevel[SHADER_OBJECT] = obj_class; mShaderLevel[SHADER_EFFECT] = effect_class; mShaderLevel[SHADER_WINDLIGHT] = wl_class; mShaderLevel[SHADER_DEFERRED] = deferred_class; std::string shader_name = loadBasicShaders(); if (shader_name.empty()) { LL_INFOS("Shader") << "Loaded basic shaders." << LL_ENDL; } else { // "ShaderLoading" and "Shader" need to be logged LLError::ELevel lvl = LLError::getDefaultLevel(); LLError::setDefaultLevel(LLError::LEVEL_DEBUG); loadBasicShaders(); LLError::setDefaultLevel(lvl); LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL; reentrance = false; // For hygiene only, re-try probably helps nothing return; } gPipeline.mShadersLoaded = true; bool loaded = loadShadersWater(); if (loaded) { LL_INFOS() << "Loaded water shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load water shaders." << LL_ENDL; llassert(loaded); } if (loaded) { loaded = loadShadersEffects(); if (loaded) { LL_INFOS() << "Loaded effects shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load effects shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { loaded = loadShadersInterface(); if (loaded) { LL_INFOS() << "Loaded interface shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load interface shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { // Load max avatar shaders to set the max level mShaderLevel[SHADER_AVATAR] = 3; mMaxAvatarShaderLevel = 3; if (loadShadersObject()) { //hardware skinning is enabled and rigged attachment shaders loaded correctly // cloth is a class3 shader S32 avatar_class = 1; // Set the actual level mShaderLevel[SHADER_AVATAR] = avatar_class; loaded = loadShadersAvatar(); llassert(loaded); } else { //hardware skinning not possible, neither is deferred rendering llassert(false); // SHOULD NOT BE POSSIBLE } } llassert(loaded); loaded = loaded && loadShadersDeferred(); llassert(loaded); persistShaderCacheMetadata(); if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); } gPipeline.createGLBuffers(); finalizeShaderList(); reentrance = false; } void LLViewerShaderMgr::unloadShaders() { while (!LLGLSLShader::sInstances.empty()) { LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin()); shader->unload(); } mShaderLevel[SHADER_LIGHTING] = 0; mShaderLevel[SHADER_OBJECT] = 0; mShaderLevel[SHADER_AVATAR] = 0; mShaderLevel[SHADER_ENVIRONMENT] = 0; mShaderLevel[SHADER_WATER] = 0; mShaderLevel[SHADER_INTERFACE] = 0; mShaderLevel[SHADER_EFFECT] = 0; mShaderLevel[SHADER_WINDLIGHT] = 0; gPipeline.mShadersLoaded = false; } std::string LLViewerShaderMgr::loadBasicShaders() { // Load basic dependency shaders first // All of these have to load for any shaders to function S32 sum_lights_class = 3; #if LL_DARWIN // Work around driver crashes on older Macs when using deferred rendering // NORSPEC-59 // if (gGLManager.mIsMobileGF) sum_lights_class = 3; #endif // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); // Load the Basic Vertex Shaders at the appropriate level. // (in order of shader function call depth for reference purposes, deepest level first) vector< pair > shaders; shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) ); if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) { shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); } shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); std::map attribs; attribs["MAX_JOINTS_PER_MESH_OBJECT"] = std::to_string(LLSkinningUtil::getMaxJointCount()); bool ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); bool mirrors = gSavedSettings.getBOOL("RenderMirrors"); bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f; S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); if (shadow_detail >= 1) { attribs["SUN_SHADOW"] = "1"; if (shadow_detail >= 2) { attribs["SPOT_SHADOW"] = "1"; } } if (ssr) { attribs["SSR"] = "1"; } if (has_reflection_probes) { attribs["REFMAP_LEVEL"] = std::to_string(probe_level); attribs["REF_SAMPLE_COUNT"] = "32"; } if (mirrors) { attribs["HERO_PROBES"] = "1"; } { // PBR terrain const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount")); attribs["TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT"] = llformat("%d", mapping); const F32 triplanar_factor = gSavedSettings.getF32("RenderTerrainPBRTriplanarBlendFactor"); attribs["TERRAIN_TRIPLANAR_BLEND_FACTOR"] = llformat("%.2f", triplanar_factor); S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail"); detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX); attribs["TERRAIN_PBR_DETAIL"] = llformat("%d", detail); } LLGLSLShader::sGlobalDefines = attribs; // 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++) { // Note usage of GL_VERTEX_SHADER if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0) { LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; return shaders[i].first; } } // Load the Basic Fragment Shaders at the appropriate level. // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); S32 ch = 1; if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) { //use indexed texture rendering for GLSL >= 1.30 ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1); } std::vector index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/globalF.glsl", 1)); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/pbrterrainUtilF.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); for (U32 i = 0; i < shaders.size(); i++) { // Note usage of GL_FRAGMENT_SHADER if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0) { LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; return shaders[i].first; } } return std::string(); } bool LLViewerShaderMgr::loadShadersWater() { LL_PROFILE_ZONE_SCOPED; bool success = true; bool terrainWaterSuccess = true; bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && gSavedSettings.getS32("RenderShadowDetail") > 0; if (mShaderLevel[SHADER_WATER] == 0) { gWaterProgram.unload(); gWaterEdgeProgram.unload(); gUnderWaterProgram.unload(); return true; } if (success) { // load water shader gWaterProgram.mName = "Water Shader"; gWaterProgram.mFeatures.calculatesAtmospherics = true; gWaterProgram.mFeatures.hasAtmospherics = true; gWaterProgram.mFeatures.hasGamma = true; gWaterProgram.mFeatures.hasSrgb = true; gWaterProgram.mFeatures.hasReflectionProbes = true; gWaterProgram.mFeatures.hasShadows = use_sun_shadow; gWaterProgram.mShaderFiles.clear(); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); gWaterProgram.clearPermutations(); if (LLPipeline::sRenderTransparentWater) { gWaterProgram.addPermutation("TRANSPARENT_WATER", "1"); } if (use_sun_shadow) { gWaterProgram.addPermutation("HAS_SUN_SHADOW", "1"); } gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; success = gWaterProgram.createShader(); llassert(success); } if (success) { // load water shader gWaterEdgeProgram.mName = "Water Edge Shader"; gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; gWaterEdgeProgram.mFeatures.hasAtmospherics = true; gWaterEdgeProgram.mFeatures.hasGamma = true; gWaterEdgeProgram.mFeatures.hasSrgb = true; gWaterEdgeProgram.mFeatures.hasReflectionProbes = true; gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow; gWaterEdgeProgram.mShaderFiles.clear(); gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); gWaterEdgeProgram.clearPermutations(); gWaterEdgeProgram.addPermutation("WATER_EDGE", "1"); if (LLPipeline::sRenderTransparentWater) { gWaterEdgeProgram.addPermutation("TRANSPARENT_WATER", "1"); } if (use_sun_shadow) { gWaterEdgeProgram.addPermutation("HAS_SUN_SHADOW", "1"); } gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER; gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; success = gWaterEdgeProgram.createShader(); llassert(success); } if (success) { //load under water vertex shader gUnderWaterProgram.mName = "Underwater Shader"; gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gUnderWaterProgram.mFeatures.hasAtmospherics = true; gUnderWaterProgram.mShaderFiles.clear(); gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER)); gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gUnderWaterProgram.clearPermutations(); if (LLPipeline::sRenderTransparentWater) { gUnderWaterProgram.addPermutation("TRANSPARENT_WATER", "1"); } success = gUnderWaterProgram.createShader(); llassert(success); } /// Keep track of water shader levels if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER] || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]) { mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); } if (!success) { mShaderLevel[SHADER_WATER] = 0; return false; } // if we failed to load the terrain water shaders and we need them (using class2 water), // then drop down to class1 water. if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) { mShaderLevel[SHADER_WATER]--; return loadShadersWater(); } LLWorld::getInstance()->updateWaterObjects(); return true; } bool LLViewerShaderMgr::loadShadersEffects() { LL_PROFILE_ZONE_SCOPED; bool success = true; if (mShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); gGlowExtractProgram.unload(); return true; } if (success) { gGlowProgram.mName = "Glow Shader (Post)"; gGlowProgram.mShaderFiles.clear(); gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER)); gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER)); gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; success = gGlowProgram.createShader(); if (!success) { LLPipeline::sRenderGlow = false; } } if (success) { const bool use_glow_noise = gSavedSettings.getBOOL("RenderGlowNoise"); const std::string glow_noise_label = use_glow_noise ? " (+Noise)" : ""; gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str()); gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER)); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER)); gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; if (use_glow_noise) { gGlowExtractProgram.addPermutation("HAS_NOISE", "1"); } success = gGlowExtractProgram.createShader(); if (!success) { LLPipeline::sRenderGlow = false; } } return success; } bool LLViewerShaderMgr::loadShadersDeferred() { LL_PROFILE_ZONE_SCOPED; bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && gSavedSettings.getS32("RenderShadowDetail") > 0; if (mShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); gDeferredTreeShadowProgram.unload(); gDeferredSkinnedTreeShadowProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredSkinnedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredBumpProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); gDeferredLightProgram.unload(); for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) { gDeferredMultiLightProgram[i].unload(); } gDeferredSpotLightProgram.unload(); gDeferredMultiSpotLightProgram.unload(); gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); gDeferredShadowProgram.unload(); gDeferredSkinnedShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); gDeferredSkinnedShadowAlphaMaskProgram.unload(); gDeferredShadowGLTFAlphaMaskProgram.unload(); gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload(); gDeferredShadowFullbrightAlphaMaskProgram.unload(); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload(); gDeferredAvatarShadowProgram.unload(); gDeferredAvatarAlphaShadowProgram.unload(); gDeferredAvatarAlphaMaskShadowProgram.unload(); gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gHUDAlphaProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); gHUDFullbrightProgram.unload(); gDeferredFullbrightAlphaMaskProgram.unload(); gHUDFullbrightAlphaMaskProgram.unload(); gDeferredFullbrightAlphaMaskAlphaProgram.unload(); gHUDFullbrightAlphaMaskAlphaProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredSkinnedEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); gDeferredCoFProgram.unload(); gDeferredDoFCombineProgram.unload(); gExposureProgram.unload(); gExposureProgramNoFade.unload(); gLuminanceProgram.unload(); gDeferredPostGammaCorrectProgram.unload(); gNoPostGammaCorrectProgram.unload(); gLegacyPostGammaCorrectProgram.unload(); gFXAAProgram.unload(); gEnvironmentMapProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredWLSunProgram.unload(); gDeferredWLMoonProgram.unload(); gDeferredStarProgram.unload(); gDeferredFullbrightShinyProgram.unload(); gHUDFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskAlphaProgram.unload(); gDeferredHighlightProgram.unload(); gNormalMapGenProgram.unload(); gDeferredGenBrdfLutProgram.unload(); gDeferredBufferVisualProgram.unload(); for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); } gHUDPBROpaqueProgram.unload(); gPBRGlowProgram.unload(); gDeferredPBROpaqueProgram.unload(); gGLTFPBRMetallicRoughnessProgram.unload(); gDeferredSkinnedPBROpaqueProgram.unload(); gDeferredPBRAlphaProgram.unload(); gDeferredSkinnedPBRAlphaProgram.unload(); for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) { gDeferredPBRTerrainProgram[paint_type].unload(); } return true; } bool success = true; if (success) { gDeferredHighlightProgram.mName = "Deferred Highlight Shader"; gDeferredHighlightProgram.mShaderFiles.clear(); gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gDeferredHighlightProgram.createShader(); } if (success) { gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mFeatures.hasSrgb = true; gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER)); gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram); success = success && gDeferredDiffuseProgram.createShader(); } if (success) { gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER)); gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram); success = success && gDeferredDiffuseAlphaMaskProgram.createShader(); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(); llassert(success); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader"; gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER)); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER)); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(); llassert(success); } if (success) { gDeferredBumpProgram.mName = "Deferred Bump Shader"; gDeferredBumpProgram.mShaderFiles.clear(); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER)); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER)); gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram); success = success && gDeferredBumpProgram.createShader(); llassert(success); } gDeferredMaterialProgram[1].mFeatures.hasLighting = false; gDeferredMaterialProgram[5].mFeatures.hasLighting = false; gDeferredMaterialProgram[9].mFeatures.hasLighting = false; gDeferredMaterialProgram[13].mFeatures.hasLighting = false; gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { if (success) { bool has_skin = i & 0x10; if (!has_skin) { mShaderList.push_back(&gDeferredMaterialProgram[i]); gDeferredMaterialProgram[i].mName = llformat("Material Shader %d", i); } else { gDeferredMaterialProgram[i].mName = llformat("Skinned Material Shader %d", i); } U32 alpha_mode = i & 0x3; gDeferredMaterialProgram[i].mShaderFiles.clear(); gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredMaterialProgram[i].clearPermutations(); bool has_normal_map = (i & 0x8) > 0; bool has_specular_map = (i & 0x4) > 0; if (has_normal_map) { gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); } if (has_specular_map) { gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); } gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); if (alpha_mode != 0) { gDeferredMaterialProgram[i].mFeatures.hasAlphaMask = true; gDeferredMaterialProgram[i].addPermutation("HAS_ALPHA_MASK", "1"); } if (use_sun_shadow) { gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); } gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasGamma = true; gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow; gDeferredMaterialProgram[i].mFeatures.hasReflectionProbes = true; if (has_skin) { gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1"); gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; } else { gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10]; } success = gDeferredMaterialProgram[i].createShader(); llassert(success); } } gDeferredMaterialProgram[1].mFeatures.hasLighting = true; gDeferredMaterialProgram[5].mFeatures.hasLighting = true; gDeferredMaterialProgram[9].mFeatures.hasLighting = true; gDeferredMaterialProgram[13].mFeatures.hasLighting = true; gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; if (success) { gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader"; gDeferredPBROpaqueProgram.mFeatures.hasSrgb = true; gDeferredPBROpaqueProgram.mShaderFiles.clear(); gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER)); gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER)); gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredPBROpaqueProgram.clearPermutations(); success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram); if (success) { success = gDeferredPBROpaqueProgram.createShader(); } llassert(success); } if (gSavedSettings.getBOOL("GLTFEnabled")) { if (success) { gGLTFPBRMetallicRoughnessProgram.mName = "GLTF PBR Metallic Roughness Shader"; gGLTFPBRMetallicRoughnessProgram.mFeatures.hasSrgb = true; gGLTFPBRMetallicRoughnessProgram.mShaderFiles.clear(); gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessV.glsl", GL_VERTEX_SHADER)); gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessF.glsl", GL_FRAGMENT_SHADER)); gGLTFPBRMetallicRoughnessProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gGLTFPBRMetallicRoughnessProgram.clearPermutations(); success = make_gltf_variants(gGLTFPBRMetallicRoughnessProgram, use_sun_shadow); //llassert(success); if (!success) { LL_WARNS() << "Failed to create GLTF PBR Metallic Roughness Shader, disabling!" << LL_ENDL; gSavedSettings.setBOOL("RenderCanUseGLTFPBROpaqueShaders", false); // continue as if this shader never happened success = true; } } } if (success) { gPBRGlowProgram.mName = " PBR Glow Shader"; gPBRGlowProgram.mFeatures.hasSrgb = true; gPBRGlowProgram.mShaderFiles.clear(); gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowV.glsl", GL_VERTEX_SHADER)); gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowF.glsl", GL_FRAGMENT_SHADER)); gPBRGlowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gPBRGlowProgram, gPBRGlowSkinnedProgram); if (success) { success = gPBRGlowProgram.createShader(); } llassert(success); } if (success) { gHUDPBROpaqueProgram.mName = "HUD PBR Opaque Shader"; gHUDPBROpaqueProgram.mFeatures.hasSrgb = true; gHUDPBROpaqueProgram.mShaderFiles.clear(); gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER)); gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER)); gHUDPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gHUDPBROpaqueProgram.clearPermutations(); gHUDPBROpaqueProgram.addPermutation("IS_HUD", "1"); success = gHUDPBROpaqueProgram.createShader(); llassert(success); } if (success) { LLGLSLShader* shader = &gDeferredPBRAlphaProgram; shader->mName = "Deferred PBR Alpha Shader"; shader->mFeatures.calculatesLighting = false; shader->mFeatures.hasLighting = false; shader->mFeatures.isAlphaLighting = true; shader->mFeatures.hasSrgb = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; shader->mFeatures.hasShadows = use_sun_shadow; shader->mFeatures.isDeferred = true; // include deferredUtils shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED]; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); shader->clearPermutations(); U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); shader->addPermutation("HAS_NORMAL_MAP", "1"); shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness shader->addPermutation("HAS_EMISSIVE_MAP", "1"); shader->addPermutation("USE_VERTEX_COLOR", "1"); if (use_sun_shadow) { shader->addPermutation("HAS_SUN_SHADOW", "1"); } shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram); if (success) { success = shader->createShader(); } llassert(success); // Alpha Shader Hack // See: LLRender::syncMatrices() shader->mFeatures.calculatesLighting = true; shader->mFeatures.hasLighting = true; shader->mRiggedVariant->mFeatures.calculatesLighting = true; shader->mRiggedVariant->mFeatures.hasLighting = true; } if (success) { LLGLSLShader* shader = &gHUDPBRAlphaProgram; shader->mName = "HUD PBR Alpha Shader"; shader->mFeatures.hasSrgb = true; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); shader->clearPermutations(); shader->addPermutation("IS_HUD", "1"); shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = shader->createShader(); llassert(success); } if (success) { S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail"); detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX); const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount")); for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) { LLGLSLShader* shader = &gDeferredPBRTerrainProgram[paint_type]; shader->mName = llformat("Deferred PBR Terrain Shader %d %s %s", detail, (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP ? "paintmap" : "heightmap-with-noise"), (mapping == 1 ? "flat" : "triplanar")); shader->mFeatures.hasSrgb = true; shader->mFeatures.isAlphaLighting = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; shader->mFeatures.hasTransport = true; shader->mFeatures.isPBRTerrain = true; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/pbrterrainV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/pbrterrainF.glsl", GL_FRAGMENT_SHADER)); shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; shader->addPermutation("TERRAIN_PBR_DETAIL", llformat("%d", detail)); shader->addPermutation("TERRAIN_PAINT_TYPE", llformat("%d", paint_type)); shader->addPermutation("TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT", llformat("%d", mapping)); success = success && shader->createShader(); llassert(success); } } if (success) { gDeferredTreeProgram.mName = "Deferred Tree Shader"; gDeferredTreeProgram.mShaderFiles.clear(); gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER)); gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER)); gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredTreeProgram.createShader(); } if (success) { gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; gDeferredTreeShadowProgram.mShaderFiles.clear(); gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER)); gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram; success = gDeferredTreeShadowProgram.createShader(); llassert(success); } if (success) { gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader"; gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear(); gDeferredSkinnedTreeShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedTreeShadowProgram.createShader(); llassert(success); } if (success) { gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; gDeferredImpostorProgram.mFeatures.hasSrgb = true; gDeferredImpostorProgram.mShaderFiles.clear(); gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER)); gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER)); gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredImpostorProgram.createShader(); llassert(success); } if (success) { gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mFeatures.isDeferred = true; gDeferredLightProgram.mFeatures.hasShadows = true; gDeferredLightProgram.mFeatures.hasSrgb = true; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredLightProgram.clearPermutations(); success = gDeferredLightProgram.createShader(); llassert(success); } for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) { if (success) { gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true; gDeferredMultiLightProgram[i].clearPermutations(); gDeferredMultiLightProgram[i].mShaderFiles.clear(); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); success = gDeferredMultiLightProgram[i].createShader(); llassert(success); } } if (success) { gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mFeatures.hasSrgb = true; gDeferredSpotLightProgram.mFeatures.isDeferred = true; gDeferredSpotLightProgram.mFeatures.hasShadows = true; gDeferredSpotLightProgram.clearPermutations(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(); llassert(success); } if (success) { gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; gDeferredMultiSpotLightProgram.clearPermutations(); gDeferredMultiSpotLightProgram.addPermutation("MULTI_SPOTLIGHT", "1"); gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(); llassert(success); } if (success) { std::string fragment; std::string vertex = "deferred/sunLightV.glsl"; bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO"); if (use_ao) { fragment = "deferred/sunLightSSAOF.glsl"; } else { fragment = "deferred/sunLightF.glsl"; if (mShaderLevel[SHADER_DEFERRED] == 1) { //no shadows, no SSAO, no frag coord vertex = "deferred/sunLightNoFragCoordV.glsl"; } } gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mFeatures.isDeferred = true; gDeferredSunProgram.mFeatures.hasShadows = true; gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao; gDeferredSunProgram.mShaderFiles.clear(); gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER)); gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER)); gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredSunProgram.createShader(); llassert(success); } if (success) { gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; gDeferredBlurLightProgram.mFeatures.isDeferred = true; gDeferredBlurLightProgram.mShaderFiles.clear(); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER)); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredBlurLightProgram.createShader(); llassert(success); } if (success) { for (int i = 0; i < 3 && success; ++i) { LLGLSLShader* shader = nullptr; bool rigged = (i == 1); bool hud = (i == 2); if (hud) { shader = &gHUDAlphaProgram; shader->mName = "HUD Alpha Shader"; } else if (!rigged) { shader = &gDeferredAlphaProgram; shader->mName = "Deferred Alpha Shader"; shader->mRiggedVariant = &gDeferredSkinnedAlphaProgram; } else { shader = &gDeferredSkinnedAlphaProgram; shader->mName = "Skinned Deferred Alpha Shader"; shader->mFeatures.hasObjectSkinning = true; } shader->mFeatures.calculatesLighting = false; shader->mFeatures.hasLighting = false; shader->mFeatures.isAlphaLighting = true; shader->mFeatures.hasSrgb = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; shader->mFeatures.hasShadows = use_sun_shadow; shader->mFeatures.hasReflectionProbes = true; shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); shader->clearPermutations(); shader->addPermutation("USE_VERTEX_COLOR", "1"); shader->addPermutation("HAS_ALPHA_MASK", "1"); shader->addPermutation("USE_INDEXED_TEX", "1"); if (use_sun_shadow) { shader->addPermutation("HAS_SUN_SHADOW", "1"); } if (rigged) { shader->addPermutation("HAS_SKIN", "1"); } if (hud) { shader->addPermutation("IS_HUD", "1"); } shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = shader->createShader(); llassert(success); // Hack shader->mFeatures.calculatesLighting = true; shader->mFeatures.hasLighting = true; } } if (success) { LLGLSLShader* shaders[] = { &gDeferredAlphaImpostorProgram, &gDeferredSkinnedAlphaImpostorProgram }; for (int i = 0; i < 2 && success; ++i) { bool rigged = i == 1; LLGLSLShader* shader = shaders[i]; shader->mName = rigged ? "Skinned Deferred Alpha Impostor Shader" : "Deferred Alpha Impostor Shader"; // Begin Hack shader->mFeatures.calculatesLighting = false; shader->mFeatures.hasLighting = false; shader->mFeatures.hasSrgb = true; shader->mFeatures.isAlphaLighting = true; shader->mFeatures.hasShadows = use_sun_shadow; shader->mFeatures.hasReflectionProbes = true; shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); shader->clearPermutations(); shader->addPermutation("USE_INDEXED_TEX", "1"); shader->addPermutation("FOR_IMPOSTOR", "1"); shader->addPermutation("HAS_ALPHA_MASK", "1"); shader->addPermutation("USE_VERTEX_COLOR", "1"); if (rigged) { shader->mFeatures.hasObjectSkinning = true; shader->addPermutation("HAS_SKIN", "1"); } if (use_sun_shadow) { shader->addPermutation("HAS_SUN_SHADOW", "1"); } shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram; shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (!rigged) { shader->mRiggedVariant = shaders[1]; } success = shader->createShader(); llassert(success); // End Hack shader->mFeatures.calculatesLighting = true; shader->mFeatures.hasLighting = true; } } if (success) { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; gDeferredAvatarEyesProgram.mFeatures.hasShadows = true; gDeferredAvatarEyesProgram.mShaderFiles.clear(); gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarEyesProgram.createShader(); llassert(success); } if (success) { gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasSrgb = true; gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram); success = gDeferredFullbrightProgram.createShader(); llassert(success); } if (success) { gHUDFullbrightProgram.mName = "HUD Fullbright Shader"; gHUDFullbrightProgram.mFeatures.calculatesAtmospherics = true; gHUDFullbrightProgram.mFeatures.hasGamma = true; gHUDFullbrightProgram.mFeatures.hasAtmospherics = true; gHUDFullbrightProgram.mFeatures.hasSrgb = true; gHUDFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gHUDFullbrightProgram.mShaderFiles.clear(); gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gHUDFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gHUDFullbrightProgram.clearPermutations(); gHUDFullbrightProgram.addPermutation("IS_HUD", "1"); success = gHUDFullbrightProgram.createShader(); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightAlphaMaskProgram.clearPermutations(); gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram); success = success && gDeferredFullbrightAlphaMaskProgram.createShader(); llassert(success); } if (success) { gHUDFullbrightAlphaMaskProgram.mName = "HUD Fullbright Alpha Masking Shader"; gHUDFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gHUDFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gHUDFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; gHUDFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; gHUDFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gHUDFullbrightAlphaMaskProgram.mShaderFiles.clear(); gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gHUDFullbrightAlphaMaskProgram.clearPermutations(); gHUDFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK", "1"); gHUDFullbrightAlphaMaskProgram.addPermutation("IS_HUD", "1"); gHUDFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gHUDFullbrightAlphaMaskProgram.createShader(); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskAlphaProgram.mName = "Deferred Fullbright Alpha Masking Alpha Shader"; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true; gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightAlphaMaskAlphaProgram.clearPermutations(); gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); gDeferredFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredFullbrightAlphaMaskAlphaProgram, gDeferredSkinnedFullbrightAlphaMaskAlphaProgram); success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader(); llassert(success); } if (success) { gHUDFullbrightAlphaMaskAlphaProgram.mName = "HUD Fullbright Alpha Masking Alpha Shader"; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true; gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear(); gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gHUDFullbrightAlphaMaskAlphaProgram.clearPermutations(); gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_HUD", "1"); gHUDFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader(); llassert(success); } if (success) { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightShinyProgram.mShaderFiles.clear(); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram); success = success && gDeferredFullbrightShinyProgram.createShader(); llassert(success); } if (success) { gHUDFullbrightShinyProgram.mName = "HUD FullbrightShiny Shader"; gHUDFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gHUDFullbrightShinyProgram.mFeatures.hasAtmospherics = true; gHUDFullbrightShinyProgram.mFeatures.hasGamma = true; gHUDFullbrightShinyProgram.mFeatures.hasSrgb = true; gHUDFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gHUDFullbrightShinyProgram.mShaderFiles.clear(); gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); gHUDFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gHUDFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; gHUDFullbrightShinyProgram.clearPermutations(); gHUDFullbrightShinyProgram.addPermutation("IS_HUD", "1"); success = gHUDFullbrightShinyProgram.createShader(); llassert(success); } if (success) { gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true; gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredEmissiveProgram.mShaderFiles.clear(); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER)); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER)); gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram); success = success && gDeferredEmissiveProgram.createShader(); llassert(success); } if (success) { gDeferredSoftenProgram.mName = "Deferred Soften Shader"; gDeferredSoftenProgram.mShaderFiles.clear(); gDeferredSoftenProgram.mFeatures.hasSrgb = true; gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasGamma = true; gDeferredSoftenProgram.mFeatures.isDeferred = true; gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; gDeferredSoftenProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; gDeferredSoftenProgram.clearPermutations(); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (use_sun_shadow) { gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "1"); } if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); gDeferredSoftenProgram.addPermutation("HAS_SSAO", "1"); } success = gDeferredSoftenProgram.createShader(); llassert(success); } if (success) { gHazeProgram.mName = "Haze Shader"; gHazeProgram.mShaderFiles.clear(); gHazeProgram.mFeatures.hasSrgb = true; gHazeProgram.mFeatures.calculatesAtmospherics = true; gHazeProgram.mFeatures.hasAtmospherics = true; gHazeProgram.mFeatures.hasGamma = true; gHazeProgram.mFeatures.isDeferred = true; gHazeProgram.mFeatures.hasShadows = use_sun_shadow; gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; gHazeProgram.clearPermutations(); gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER)); gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gHazeProgram.createShader(); llassert(success); } if (success) { gHazeWaterProgram.mName = "Water Haze Shader"; gHazeWaterProgram.mShaderFiles.clear(); gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gHazeWaterProgram.mFeatures.hasSrgb = true; gHazeWaterProgram.mFeatures.calculatesAtmospherics = true; gHazeWaterProgram.mFeatures.hasAtmospherics = true; gHazeWaterProgram.mFeatures.hasGamma = true; gHazeWaterProgram.mFeatures.isDeferred = true; gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow; gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; gHazeWaterProgram.clearPermutations(); gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER)); gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER)); gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gHazeWaterProgram.createShader(); llassert(success); } if (success) { gDeferredShadowProgram.mName = "Deferred Shadow Shader"; gDeferredShadowProgram.mShaderFiles.clear(); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER)); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram; success = gDeferredShadowProgram.createShader(); llassert(success); } if (success) { gDeferredSkinnedShadowProgram.mName = "Deferred Skinned Shadow Shader"; gDeferredSkinnedShadowProgram.mFeatures.isDeferred = true; gDeferredSkinnedShadowProgram.mFeatures.hasShadows = true; gDeferredSkinnedShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedShadowProgram.mShaderFiles.clear(); gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; // gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now success = gDeferredSkinnedShadowProgram.createShader(); llassert(success); } if (success) { gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; gDeferredShadowCubeProgram.mFeatures.isDeferred = true; gDeferredShadowCubeProgram.mFeatures.hasShadows = true; gDeferredShadowCubeProgram.mShaderFiles.clear(); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER)); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); // gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1"); gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredShadowCubeProgram.createShader(); llassert(success); } if (success) { gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader"; gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations(); gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1"); gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1"); gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram); success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(); llassert(success); } if (success) { gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram); success = success && gDeferredShadowAlphaMaskProgram.createShader(); llassert(success); } if (success) { gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader"; gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear(); gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredShadowGLTFAlphaMaskProgram.clearPermutations(); success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram); success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(); llassert(success); } if (success) { gDeferredShadowGLTFAlphaBlendProgram.mName = "Deferred GLTF Shadow Alpha Blend Shader"; gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.clear(); gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaBlendF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowGLTFAlphaBlendProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredShadowGLTFAlphaBlendProgram.clearPermutations(); success = make_rigged_variant(gDeferredShadowGLTFAlphaBlendProgram, gDeferredSkinnedShadowGLTFAlphaBlendProgram); success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader(); llassert(success); } if (success) { gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; gDeferredAvatarShadowProgram.mShaderFiles.clear(); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarShadowProgram.createShader(); llassert(success); } if (success) { gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader"; gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear(); gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaShadowProgram.createShader(); llassert(success); } if (success) { gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader"; gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear(); gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaMaskShadowProgram.createShader(); llassert(success); } if (success) { gDeferredTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mFeatures.hasSrgb = true; gDeferredTerrainProgram.mFeatures.isAlphaLighting = true; gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true; gDeferredTerrainProgram.mFeatures.hasAtmospherics = true; gDeferredTerrainProgram.mFeatures.hasGamma = true; gDeferredTerrainProgram.mShaderFiles.clear(); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredTerrainProgram.createShader(); llassert(success); } if (success) { gDeferredAvatarProgram.mName = "Deferred Avatar Shader"; gDeferredAvatarProgram.mFeatures.hasSkinning = true; gDeferredAvatarProgram.mShaderFiles.clear(); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarProgram.createShader(); llassert(success); } if (success) { gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader"; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); gDeferredAvatarAlphaProgram.clearPermutations(); gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); if (use_sun_shadow) { gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1"); } gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(); llassert(success); gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; } if (success) { gExposureProgram.mName = "Exposure"; gExposureProgram.mFeatures.hasSrgb = true; gExposureProgram.mFeatures.isDeferred = true; gExposureProgram.mShaderFiles.clear(); gExposureProgram.clearPermutations(); gExposureProgram.addPermutation("USE_LAST_EXPOSURE", "1"); gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gExposureProgram.createShader(); llassert(success); } if (success) { gExposureProgramNoFade.mName = "Exposure (no fade)"; gExposureProgramNoFade.mFeatures.hasSrgb = true; gExposureProgramNoFade.mFeatures.isDeferred = true; gExposureProgramNoFade.mShaderFiles.clear(); gExposureProgramNoFade.clearPermutations(); gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); gExposureProgramNoFade.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gExposureProgramNoFade.createShader(); llassert(success); } if (success) { gLuminanceProgram.mName = "Luminance"; gLuminanceProgram.mShaderFiles.clear(); gLuminanceProgram.clearPermutations(); gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER)); gLuminanceProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gLuminanceProgram.createShader(); llassert(success); } if (success) { gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true; gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); gDeferredPostGammaCorrectProgram.clearPermutations(); gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredPostGammaCorrectProgram.createShader(); llassert(success); } if (success) { gNoPostGammaCorrectProgram.mName = "No Post Gamma Correction Post Process"; gNoPostGammaCorrectProgram.mFeatures.hasSrgb = true; gNoPostGammaCorrectProgram.mFeatures.isDeferred = true; gNoPostGammaCorrectProgram.mShaderFiles.clear(); gNoPostGammaCorrectProgram.clearPermutations(); gNoPostGammaCorrectProgram.addPermutation("NO_POST", "1"); gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); gNoPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gNoPostGammaCorrectProgram.createShader(); llassert(success); } if (success) { gLegacyPostGammaCorrectProgram.mName = "Legacy Gamma Correction Post Process"; gLegacyPostGammaCorrectProgram.mFeatures.hasSrgb = true; gLegacyPostGammaCorrectProgram.mFeatures.isDeferred = true; gLegacyPostGammaCorrectProgram.mShaderFiles.clear(); gLegacyPostGammaCorrectProgram.clearPermutations(); gLegacyPostGammaCorrectProgram.addPermutation("LEGACY_GAMMA", "1"); gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); gLegacyPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gLegacyPostGammaCorrectProgram.createShader(); llassert(success); } if (success && gGLManager.mGLVersion > 3.9f) { gFXAAProgram.mName = "FXAA Shader"; gFXAAProgram.mFeatures.isDeferred = true; gFXAAProgram.mShaderFiles.clear(); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER)); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER)); gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gFXAAProgram.createShader(); llassert(success); } if (success) { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mFeatures.isDeferred = true; gDeferredPostProgram.mShaderFiles.clear(); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER)); gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredPostProgram.createShader(); llassert(success); } if (success) { gDeferredCoFProgram.mName = "Deferred CoF Shader"; gDeferredCoFProgram.mShaderFiles.clear(); gDeferredCoFProgram.mFeatures.isDeferred = true; gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER)); gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredCoFProgram.createShader(); llassert(success); } if (success) { gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; gDeferredDoFCombineProgram.mFeatures.isDeferred = true; gDeferredDoFCombineProgram.mShaderFiles.clear(); gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER)); gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredDoFCombineProgram.createShader(); llassert(success); } if (success) { gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader"; gDeferredPostNoDoFProgram.mFeatures.isDeferred = true; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER)); gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(); llassert(success); } if (success) { gEnvironmentMapProgram.mName = "Environment Map Program"; gEnvironmentMapProgram.mShaderFiles.clear(); gEnvironmentMapProgram.mFeatures.calculatesAtmospherics = true; gEnvironmentMapProgram.mFeatures.hasAtmospherics = true; gEnvironmentMapProgram.mFeatures.hasGamma = true; gEnvironmentMapProgram.mFeatures.hasSrgb = true; gEnvironmentMapProgram.clearPermutations(); gEnvironmentMapProgram.addPermutation("HAS_HDRI", "1"); gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); gEnvironmentMapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gEnvironmentMapProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gEnvironmentMapProgram.createShader(); llassert(success); } if (success) { gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; gDeferredWLSkyProgram.mShaderFiles.clear(); gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true; gDeferredWLSkyProgram.mFeatures.hasGamma = true; gDeferredWLSkyProgram.mFeatures.hasSrgb = true; gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLSkyProgram.createShader(); llassert(success); } if (success) { gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; gDeferredWLCloudProgram.mShaderFiles.clear(); gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasGamma = true; gDeferredWLCloudProgram.mFeatures.hasSrgb = true; gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER)); gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredWLCloudProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 success = gDeferredWLCloudProgram.createShader(); llassert(success); } if (success) { gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasGamma = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasSrgb = true; gDeferredWLSunProgram.mShaderFiles.clear(); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER)); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLSunProgram.createShader(); llassert(success); } if (success) { gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program"; gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasGamma = true; gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasSrgb = true; gDeferredWLMoonProgram.mShaderFiles.clear(); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER)); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredWLMoonProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 success = gDeferredWLMoonProgram.createShader(); llassert(success); } if (success) { gDeferredStarProgram.mName = "Deferred Star Program"; gDeferredStarProgram.mShaderFiles.clear(); gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER)); gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER)); gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredStarProgram.addConstant( LLGLSLShader::SHADER_CONST_STAR_DEPTH ); // SL-14113 success = gDeferredStarProgram.createShader(); llassert(success); } if (success) { gNormalMapGenProgram.mName = "Normal Map Generation Program"; gNormalMapGenProgram.mShaderFiles.clear(); gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER)); gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER)); gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gNormalMapGenProgram.createShader(); } if (success) { gDeferredGenBrdfLutProgram.mName = "Brdf Gen Shader"; gDeferredGenBrdfLutProgram.mShaderFiles.clear(); gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER)); gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER)); gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredGenBrdfLutProgram.createShader(); } if (success) { gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post"; gPostScreenSpaceReflectionProgram.mShaderFiles.clear(); gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER)); gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER)); gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true; gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true; gPostScreenSpaceReflectionProgram.mShaderLevel = 3; success = gPostScreenSpaceReflectionProgram.createShader(); } if (success) { gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader"; gDeferredBufferVisualProgram.mShaderFiles.clear(); gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER)); gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredBufferVisualProgram.createShader(); } return success; } bool LLViewerShaderMgr::loadShadersObject() { LL_PROFILE_ZONE_SCOPED; bool success = true; if (success) { gObjectBumpProgram.mName = "Bump Shader"; gObjectBumpProgram.mShaderFiles.clear(); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER)); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER)); gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram); success = success && gObjectBumpProgram.createShader(); if (success) { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram }; for (int i = 0; i < 2; ++i) { shader[i]->bind(); shader[i]->uniform1i(sTexture0, 0); shader[i]->uniform1i(sTexture1, 1); shader[i]->unbind(); } } } 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.hasAlphaMask = true; gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNoColorProgram.createShader(); } if (success) { gImpostorProgram.mName = "Impostor Shader"; gImpostorProgram.mFeatures.hasSrgb = true; gImpostorProgram.mShaderFiles.clear(); gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER)); gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER)); gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gImpostorProgram.createShader(); } if (success) { gObjectPreviewProgram.mName = "Object Preview Shader"; gObjectPreviewProgram.mShaderFiles.clear(); gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER)); gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER)); gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram); success = gObjectPreviewProgram.createShader(); gObjectPreviewProgram.mFeatures.hasLighting = true; gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true; } if (success) { gPhysicsPreviewProgram.mName = "Preview Physics Shader"; gPhysicsPreviewProgram.mFeatures.calculatesLighting = false; gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false; gPhysicsPreviewProgram.mFeatures.hasGamma = false; gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false; gPhysicsPreviewProgram.mFeatures.hasLighting = false; gPhysicsPreviewProgram.mShaderFiles.clear(); gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER)); gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER)); gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gPhysicsPreviewProgram.createShader(); gPhysicsPreviewProgram.mFeatures.hasLighting = false; } if (!success) { mShaderLevel[SHADER_OBJECT] = 0; return false; } return true; } bool LLViewerShaderMgr::loadShadersAvatar() { LL_PROFILE_ZONE_SCOPED; #if 1 // DEPRECATED -- forward rendering is deprecated bool success = true; if (mShaderLevel[SHADER_AVATAR] == 0) { gAvatarProgram.unload(); gAvatarEyeballProgram.unload(); return true; } if (success) { gAvatarProgram.mName = "Avatar Shader"; gAvatarProgram.mFeatures.hasSkinning = true; gAvatarProgram.mFeatures.calculatesAtmospherics = true; gAvatarProgram.mFeatures.calculatesLighting = true; gAvatarProgram.mFeatures.hasGamma = true; gAvatarProgram.mFeatures.hasAtmospherics = true; gAvatarProgram.mFeatures.hasLighting = true; gAvatarProgram.mFeatures.hasAlphaMask = true; gAvatarProgram.mShaderFiles.clear(); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER)); gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; success = gAvatarProgram.createShader(); /// Keep track of avatar levels if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR]) { mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; } } if (success) { gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; gAvatarEyeballProgram.mFeatures.calculatesLighting = true; gAvatarEyeballProgram.mFeatures.isSpecular = true; gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasGamma = true; gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasLighting = true; gAvatarEyeballProgram.mFeatures.hasAlphaMask = true; gAvatarEyeballProgram.mShaderFiles.clear(); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER)); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER)); gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; success = gAvatarEyeballProgram.createShader(); } if( !success ) { mShaderLevel[SHADER_AVATAR] = 0; mMaxAvatarShaderLevel = 0; return false; } #endif return true; } bool LLViewerShaderMgr::loadShadersInterface() { LL_PROFILE_ZONE_SCOPED; bool success = true; if (success) { gHighlightProgram.mName = "Highlight Shader"; gHighlightProgram.mShaderFiles.clear(); gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram); success = success && gHighlightProgram.createShader(); } if (success) { gHighlightNormalProgram.mName = "Highlight Normals Shader"; gHighlightNormalProgram.mShaderFiles.clear(); gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER)); gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gHighlightNormalProgram.createShader(); } if (success) { gHighlightSpecularProgram.mName = "Highlight Spec Shader"; gHighlightSpecularProgram.mShaderFiles.clear(); gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER)); gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gHighlightSpecularProgram.createShader(); } if (success) { gUIProgram.mName = "UI Shader"; gUIProgram.mShaderFiles.clear(); gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER)); gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER)); gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gUIProgram.createShader(); } if (success) { gPathfindingProgram.mName = "Pathfinding Shader"; gPathfindingProgram.mShaderFiles.clear(); gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER)); gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gPathfindingProgram.createShader(); } if (success) { gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader"; gPathfindingNoNormalsProgram.mShaderFiles.clear(); gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER)); gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gPathfindingNoNormalsProgram.createShader(); } if (success) { gGlowCombineProgram.mName = "Glow Combine Shader"; gGlowCombineProgram.mShaderFiles.clear(); gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER)); gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER)); gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gGlowCombineProgram.createShader(); if (success) { gGlowCombineProgram.bind(); gGlowCombineProgram.uniform1i(sGlowMap, 0); gGlowCombineProgram.uniform1i(sScreenMap, 1); gGlowCombineProgram.unbind(); } } if (success) { gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; gGlowCombineFXAAProgram.mShaderFiles.clear(); gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER)); gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER)); gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gGlowCombineFXAAProgram.createShader(); if (success) { gGlowCombineFXAAProgram.bind(); gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); gGlowCombineFXAAProgram.unbind(); } } #ifdef LL_WINDOWS if (success) { gTwoTextureCompareProgram.mName = "Two Texture Compare Shader"; gTwoTextureCompareProgram.mShaderFiles.clear(); gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER)); gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER)); gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gTwoTextureCompareProgram.createShader(); if (success) { gTwoTextureCompareProgram.bind(); gTwoTextureCompareProgram.uniform1i(sTex0, 0); gTwoTextureCompareProgram.uniform1i(sTex1, 1); gTwoTextureCompareProgram.uniform1i(sDitherTex, 2); } } if (success) { gOneTextureFilterProgram.mName = "One Texture Filter Shader"; gOneTextureFilterProgram.mShaderFiles.clear(); gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER)); gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER)); gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gOneTextureFilterProgram.createShader(); if (success) { gOneTextureFilterProgram.bind(); gOneTextureFilterProgram.uniform1i(sTex0, 0); } } #endif if (success) { gSolidColorProgram.mName = "Solid Color Shader"; gSolidColorProgram.mShaderFiles.clear(); gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER)); gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER)); gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gSolidColorProgram.createShader(); if (success) { gSolidColorProgram.bind(); gSolidColorProgram.uniform1i(sTex0, 0); gSolidColorProgram.unbind(); } } if (success) { gOcclusionProgram.mName = "Occlusion Shader"; gOcclusionProgram.mShaderFiles.clear(); gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER)); gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram; success = gOcclusionProgram.createShader(); } if (success) { gSkinnedOcclusionProgram.mName = "Skinned Occlusion Shader"; gSkinnedOcclusionProgram.mFeatures.hasObjectSkinning = true; gSkinnedOcclusionProgram.mShaderFiles.clear(); gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER)); gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gSkinnedOcclusionProgram.createShader(); } if (success) { gOcclusionCubeProgram.mName = "Occlusion Cube Shader"; gOcclusionCubeProgram.mShaderFiles.clear(); gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER)); gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gOcclusionCubeProgram.createShader(); } if (success) { gDebugProgram.mName = "Debug Shader"; gDebugProgram.mShaderFiles.clear(); gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER)); gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER)); gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram; gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram); success = success && gDebugProgram.createShader(); } if (success) { for (S32 variant = 0; variant < NORMAL_DEBUG_SHADER_COUNT; ++variant) { LLGLSLShader& shader = gNormalDebugProgram[variant]; LLGLSLShader& skinned_shader = gSkinnedNormalDebugProgram[variant]; shader.mName = "Normal Debug Shader"; shader.mShaderFiles.clear(); shader.mShaderFiles.push_back(make_pair("interface/normaldebugV.glsl", GL_VERTEX_SHADER)); // *NOTE: Geometry shaders have a reputation for being slow. // Consider using compute shaders instead, which have a reputation // for being fast. This geometry shader in particular seems to run // fine on my machine, but I won't vouch for this in // performance-critical areas. -Cosmic,2023-09-28 shader.mShaderFiles.push_back(make_pair("interface/normaldebugG.glsl", GL_GEOMETRY_SHADER)); shader.mShaderFiles.push_back(make_pair("interface/normaldebugF.glsl", GL_FRAGMENT_SHADER)); shader.mRiggedVariant = &skinned_shader; shader.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; if (variant == NORMAL_DEBUG_SHADER_WITH_TANGENTS) { shader.addPermutation("HAS_ATTRIBUTE_TANGENT", "1"); } success = make_rigged_variant(shader, skinned_shader); success = success && shader.createShader(); } } if (success) { gClipProgram.mName = "Clip Shader"; gClipProgram.mShaderFiles.clear(); gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER)); gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER)); gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gClipProgram.createShader(); } if (success) { gBenchmarkProgram.mName = "Benchmark Shader"; gBenchmarkProgram.mShaderFiles.clear(); gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gBenchmarkProgram.createShader(); } if (success) { gReflectionProbeDisplayProgram.mName = "Reflection Probe Display Shader"; gReflectionProbeDisplayProgram.mFeatures.hasReflectionProbes = true; gReflectionProbeDisplayProgram.mFeatures.hasSrgb = true; gReflectionProbeDisplayProgram.mFeatures.calculatesAtmospherics = true; gReflectionProbeDisplayProgram.mFeatures.hasAtmospherics = true; gReflectionProbeDisplayProgram.mFeatures.hasGamma = true; gReflectionProbeDisplayProgram.mFeatures.isDeferred = true; gReflectionProbeDisplayProgram.mShaderFiles.clear(); gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeV.glsl", GL_VERTEX_SHADER)); gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeF.glsl", GL_FRAGMENT_SHADER)); gReflectionProbeDisplayProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gReflectionProbeDisplayProgram.createShader(); } if (success) { gCopyProgram.mName = "Copy Shader"; gCopyProgram.mShaderFiles.clear(); gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER)); gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER)); gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gCopyProgram.createShader(); } if (success) { gCopyDepthProgram.mName = "Copy Depth Shader"; gCopyDepthProgram.mShaderFiles.clear(); gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER)); gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER)); gCopyDepthProgram.clearPermutations(); gCopyDepthProgram.addPermutation("COPY_DEPTH", "1"); gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gCopyDepthProgram.createShader(); } if (gSavedSettings.getBOOL("LocalTerrainPaintEnabled")) { if (success) { LLGLSLShader* shader = &gPBRTerrainBakeProgram; U32 bit_depth = gSavedSettings.getU32("TerrainPaintBitDepth"); // LLTerrainPaintMap currently uses an RGB8 texture internally bit_depth = llclamp(bit_depth, 1, 8); shader->mName = llformat("Terrain Bake Shader RGB%o", bit_depth); shader->mFeatures.isPBRTerrain = true; shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("interface/pbrTerrainBakeV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("interface/pbrTerrainBakeF.glsl", GL_FRAGMENT_SHADER)); shader->mShaderLevel = mShaderLevel[SHADER_INTERFACE]; const U32 value_range = (1 << bit_depth) - 1; shader->addPermutation("TERRAIN_PAINT_PRECISION", llformat("%d", value_range)); success = success && shader->createShader(); //llassert(success); if (!success) { LL_WARNS() << "Failed to create shader '" << shader->mName << "', disabling!" << LL_ENDL; gSavedSettings.setBOOL("RenderCanUseTerrainBakeShaders", false); // continue as if this shader never happened success = true; } } } if (success) { gAlphaMaskProgram.mName = "Alpha Mask Shader"; gAlphaMaskProgram.mShaderFiles.clear(); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER)); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER)); gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gAlphaMaskProgram.createShader(); } if (success) { gReflectionMipProgram.mName = "Reflection Mip Shader"; gReflectionMipProgram.mFeatures.isDeferred = true; gReflectionMipProgram.mFeatures.hasGamma = true; gReflectionMipProgram.mFeatures.hasAtmospherics = true; gReflectionMipProgram.mFeatures.calculatesAtmospherics = true; gReflectionMipProgram.mShaderFiles.clear(); gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER)); gReflectionMipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gReflectionMipProgram.createShader(); } if (success) { gGaussianProgram.mName = "Reflection Mip Shader"; gGaussianProgram.mFeatures.isDeferred = true; gGaussianProgram.mFeatures.hasGamma = true; gGaussianProgram.mFeatures.hasAtmospherics = true; gGaussianProgram.mFeatures.calculatesAtmospherics = true; gGaussianProgram.mShaderFiles.clear(); gGaussianProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gGaussianProgram.mShaderFiles.push_back(make_pair("interface/gaussianF.glsl", GL_FRAGMENT_SHADER)); gGaussianProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gGaussianProgram.createShader(); } if (success && gGLManager.mHasCubeMapArray) { gRadianceGenProgram.mName = "Radiance Gen Shader"; gRadianceGenProgram.mShaderFiles.clear(); gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER)); gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER)); gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; gRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "32"); success = gRadianceGenProgram.createShader(); } if (success && gGLManager.mHasCubeMapArray) { gHeroRadianceGenProgram.mName = "Hero Radiance Gen Shader"; gHeroRadianceGenProgram.mShaderFiles.clear(); gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER)); gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER)); gHeroRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; gHeroRadianceGenProgram.addPermutation("HERO_PROBES", "1"); gHeroRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "4"); success = gHeroRadianceGenProgram.createShader(); } if (success && gGLManager.mHasCubeMapArray) { gIrradianceGenProgram.mName = "Irradiance Gen Shader"; gIrradianceGenProgram.mShaderFiles.clear(); gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER)); gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER)); gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gIrradianceGenProgram.createShader(); } if( !success ) { mShaderLevel[SHADER_INTERFACE] = 0; return false; } return true; } std::string LLViewerShaderMgr::getShaderDirPrefix(void) { return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); } void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) { LLEnvironment::instance().updateShaderUniforms(shader); } LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const { return mShaderList.begin(); } LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const { return mShaderList.end(); }