/** * @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 "llrender.h" #include "llenvironment.h" #include "llatmosphere.h" #include "llworld.h" #include "llsky.h" #include "llvosky.h" #include "pipeline.h" #include "llfile.h" #include "llviewerwindow.h" #include "llwindow.h" #include "lljoint.h" #include "llskinningutil.h" //#pragma optimize("", off) 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; //utility shaders LLGLSLShader gOcclusionProgram; LLGLSLShader gSkinnedOcclusionProgram; LLGLSLShader gOcclusionCubeProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; LLGLSLShader gSplatTextureRectProgram; LLGLSLShader gReflectionMipProgram; LLGLSLShader gRadianceGenProgram; LLGLSLShader gIrradianceGenProgram; LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gTwoTextureCompareProgram; LLGLSLShader gOneTextureFilterProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; LLGLSLShader gSkinnedDebugProgram; LLGLSLShader gClipProgram; LLGLSLShader gDownsampleDepthProgram; LLGLSLShader gDownsampleDepthRectProgram; LLGLSLShader gAlphaMaskProgram; LLGLSLShader gBenchmarkProgram; //object shaders LLGLSLShader gObjectSimpleProgram; LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gObjectSimpleImpostorProgram; LLGLSLShader gSkinnedObjectSimpleImpostorProgram; LLGLSLShader gObjectPreviewProgram; LLGLSLShader gPhysicsPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gSkinnedObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gSkinnedObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; LLGLSLShader gSkinnedObjectSimpleWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; LLGLSLShader gSkinnedObjectFullbrightWaterProgram; LLGLSLShader gObjectEmissiveProgram; LLGLSLShader gSkinnedObjectEmissiveProgram; LLGLSLShader gObjectEmissiveWaterProgram; LLGLSLShader gSkinnedObjectEmissiveWaterProgram; LLGLSLShader gObjectFullbrightAlphaMaskProgram; LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; LLGLSLShader gSkinnedObjectFullbrightWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gSkinnedObjectFullbrightShinyProgram; LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gSkinnedObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; LLGLSLShader gSkinnedObjectShinyWaterProgram; LLGLSLShader gObjectBumpProgram; LLGLSLShader gSkinnedObjectBumpProgram; LLGLSLShader gTreeProgram; LLGLSLShader gTreeWaterProgram; LLGLSLShader gObjectFullbrightNoColorProgram; LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNoColorProgram; LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; //environment shaders LLGLSLShader gTerrainProgram; LLGLSLShader gTerrainWaterProgram; LLGLSLShader gWaterProgram; LLGLSLShader gWaterEdgeProgram; LLGLSLShader gUnderWaterProgram; //interface shaders LLGLSLShader gHighlightProgram; LLGLSLShader gSkinnedHighlightProgram; LLGLSLShader gHighlightNormalProgram; LLGLSLShader gHighlightSpecularProgram; LLGLSLShader gDeferredHighlightProgram; LLGLSLShader gDeferredHighlightNormalProgram; LLGLSLShader gDeferredHighlightSpecularProgram; LLGLSLShader gPathfindingProgram; LLGLSLShader gPathfindingNoNormalsProgram; //avatar shader handles LLGLSLShader gAvatarProgram; LLGLSLShader gAvatarWaterProgram; LLGLSLShader gAvatarEyeballProgram; LLGLSLShader gAvatarPickProgram; LLGLSLShader gImpostorProgram; // WindLight shader handles LLGLSLShader gWLSkyProgram; LLGLSLShader gWLCloudProgram; LLGLSLShader gWLSunProgram; LLGLSLShader gWLMoonProgram; // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; LLGLSLShader gPostColorFilterProgram; LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredUnderWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTerrainWaterProgram; LLGLSLShader gDeferredTreeProgram; LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredSkinnedTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; LLGLSLShader gDeferredSoftenWaterProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredSkinnedShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram; LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAvatarAlphaShadowProgram; LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAttachmentAlphaShadowProgram; LLGLSLShader gDeferredAttachmentAlphaMaskShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredAlphaImpostorProgram; LLGLSLShader gDeferredSkinnedAlphaImpostorProgram; LLGLSLShader gDeferredAlphaWaterProgram; LLGLSLShader gDeferredSkinnedAlphaWaterProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredFullbrightAlphaMaskProgram; LLGLSLShader gDeferredFullbrightWaterProgram; LLGLSLShader gDeferredSkinnedFullbrightWaterProgram; LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredSkinnedEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; LLGLSLShader gDeferredDoFCombineProgram; LLGLSLShader gDeferredPostGammaCorrectProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredWLSunProgram; LLGLSLShader gDeferredWLMoonProgram; LLGLSLShader gDeferredStarProgram; LLGLSLShader gDeferredFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram; LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gDeferredPBROpaqueProgram; LLGLSLShader gDeferredSkinnedPBROpaqueProgram; LLGLSLShader gDeferredPBRAlphaProgram; LLGLSLShader gDeferredSkinnedPBRAlphaProgram; //helper for making a rigged variant of a given shader 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(NULL, NULL); } LLViewerShaderMgr::LLViewerShaderMgr() : mShaderLevel(SHADER_COUNT, 0), mMaxAvatarShaderLevel(0) { /// Make sure WL Sky is the first program //ONLY shaders that need WL Param management should be added here mShaderList.push_back(&gWLSkyProgram); mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gWLSunProgram); mShaderList.push_back(&gWLMoonProgram); mShaderList.push_back(&gAvatarProgram); mShaderList.push_back(&gObjectShinyProgram); mShaderList.push_back(&gSkinnedObjectShinyProgram); mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gWaterEdgeProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gObjectSimpleImpostorProgram); mShaderList.push_back(&gSkinnedObjectSimpleImpostorProgram); mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gSkinnedObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); mShaderList.push_back(&gSkinnedObjectBumpProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gSkinnedObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram); mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram); mShaderList.push_back(&gTreeProgram); mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gTerrainProgram); mShaderList.push_back(&gTerrainWaterProgram); mShaderList.push_back(&gObjectSimpleWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram); mShaderList.push_back(&gObjectFullbrightWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram); mShaderList.push_back(&gObjectSimpleWaterAlphaMaskProgram); mShaderList.push_back(&gSkinnedObjectSimpleWaterAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightWaterAlphaMaskProgram); mShaderList.push_back(&gSkinnedObjectFullbrightWaterAlphaMaskProgram); mShaderList.push_back(&gAvatarWaterProgram); mShaderList.push_back(&gObjectShinyWaterProgram); mShaderList.push_back(&gSkinnedObjectShinyWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); mShaderList.push_back(&gDeferredSoftenProgram); mShaderList.push_back(&gDeferredSoftenWaterProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredAlphaImpostorProgram); mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram); mShaderList.push_back(&gDeferredAlphaWaterProgram); mShaderList.push_back(&gDeferredSkinnedAlphaWaterProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredFullbrightWaterProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightWaterProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredSkinnedEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredUnderWaterProgram); mShaderList.push_back(&gDeferredTerrainWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); mShaderList.push_back(&gDeferredPBRAlphaProgram); mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() { mShaderLevel.clear(); mShaderList.clear(); } // 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() { //setShaders might be called redundantly by gSavedSettings, so return on reentrance static bool reentrance = false; if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) { return; } if (!gGLManager.mHasRequirements) { // Viewer will show 'hardware requirements' warning later LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL; return; } static LLCachedControl max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16); LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1); //NEVER use more than 16 texture channels (work around for prevalent driver bug) LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16); if (gGLManager.mGLSLVersionMajor < 1 || (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20)) { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier LLGLSLShader::sIndexedTextureChannels = 1; } reentrance = true; //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); // Make sure the compiled shader map is cleared before we recompile shaders. mVertexShaderObjects.clear(); mFragmentShaderObjects.clear(); initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); LLPipeline::sWaterReflections = LLPipeline::sRenderTransparentWater; LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); LLPipeline::updateRenderDeferred(); //hack to reset buffers that change behavior with shaders gPipeline.resetVertexBuffers(); if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); } // Lighting gPipeline.setLightingDetail(-1); // 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)); //bool canRenderDeferred = true; // DEPRECATED -- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); //bool hasWindLightShaders = true; // DEPRECATED -- LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool pbr = gSavedSettings.getBOOL("RenderPBR"); bool doingWindLight = true; //DEPRECATED -- hasWindLightShaders&& gSavedSettings.getBOOL("WindLightUseAtmosShaders"); bool useRenderDeferred = true; //DEPRECATED -- doingWindLight&& canRenderDeferred&& gSavedSettings.getBOOL("RenderDeferred"); S32 light_class = 3; S32 interface_class = 2; S32 env_class = 2; S32 obj_class = 2; S32 effect_class = 2; S32 wl_class = 1; S32 water_class = 2; S32 deferred_class = 0; if (useRenderDeferred) { //shadows switch (shadow_detail) { case 1: deferred_class = 2; // PCF shadows break; case 2: deferred_class = 2; // PCF shadows break; case 0: default: deferred_class = 1; // no shadows break; } } if (deferred_class > 0 && pbr) { deferred_class = 3; } if (doingWindLight) { // user has disabled WindLight in their settings, downgrade // windlight shaders to stub versions. wl_class = 2; } else { light_class = 2; } // 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() << "Loaded basic shaders." << LL_ENDL; } else { 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; // Load all shaders to set max levels BOOL loaded = loadShadersEnvironment(); if (loaded) { LL_INFOS() << "Loaded environment shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load environment shaders." << LL_ENDL; llassert(loaded); } if (loaded) { 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 = loadShadersWindLight(); if (loaded) { LL_INFOS() << "Loaded windlight shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load windlight 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); if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); } gPipeline.createGLBuffers(); reentrance = false; } void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); gSkinnedOcclusionProgram.unload(); gOcclusionCubeProgram.unload(); gDebugProgram.unload(); gSkinnedDebugProgram.unload(); gClipProgram.unload(); gDownsampleDepthProgram.unload(); gDownsampleDepthRectProgram.unload(); gBenchmarkProgram.unload(); gAlphaMaskProgram.unload(); gUIProgram.unload(); gPathfindingProgram.unload(); gPathfindingNoNormalsProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); gSplatTextureRectProgram.unload(); gReflectionMipProgram.unload(); gRadianceGenProgram.unload(); gIrradianceGenProgram.unload(); gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gTwoTextureCompareProgram.unload(); gOneTextureFilterProgram.unload(); gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gObjectSimpleImpostorProgram.unload(); gSkinnedObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gPhysicsPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gSkinnedObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); gSkinnedObjectBumpProgram.unload(); gObjectSimpleWaterProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gObjectSimpleWaterAlphaMaskProgram.unload(); gSkinnedObjectSimpleWaterAlphaMaskProgram.unload(); gObjectFullbrightProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); gObjectEmissiveProgram.unload(); gSkinnedObjectEmissiveProgram.unload(); gObjectEmissiveWaterProgram.unload(); gSkinnedObjectEmissiveWaterProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gSkinnedObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterAlphaMaskProgram.unload(); gSkinnedObjectFullbrightWaterAlphaMaskProgram.unload(); gObjectShinyProgram.unload(); gSkinnedObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); gSkinnedObjectShinyWaterProgram.unload(); gObjectSimpleNonIndexedTexGenProgram.unload(); gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); gObjectAlphaMaskNoColorProgram.unload(); gObjectAlphaMaskNoColorWaterProgram.unload(); gTreeProgram.unload(); gTreeWaterProgram.unload(); gWaterProgram.unload(); gWaterEdgeProgram.unload(); gUnderWaterProgram.unload(); gTerrainProgram.unload(); gTerrainWaterProgram.unload(); gGlowProgram.unload(); gGlowExtractProgram.unload(); gAvatarProgram.unload(); gAvatarWaterProgram.unload(); gAvatarEyeballProgram.unload(); gAvatarPickProgram.unload(); gHighlightProgram.unload(); gSkinnedHighlightProgram.unload(); gHighlightNormalProgram.unload(); gHighlightSpecularProgram.unload(); gWLSkyProgram.unload(); gWLCloudProgram.unload(); gWLSunProgram.unload(); gWLMoonProgram.unload(); gPostColorFilterProgram.unload(); gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredSkinnedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.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; // class one cards will get the lower sum lights // class zero we're not going to think about // since a class zero card COULD be a ridiculous new card // and old cards should have the features masked if(LLFeatureManager::getInstance()->getGPUClass() == GPU_CLASS_1) { sum_lights_class = 2; } // If we have sun and moon only checked, then only sum those lights. if (gPipeline.getLightingDetail() == 0) { sum_lights_class = 1; } #if LL_DARWIN // Work around driver crashes on older Macs when using deferred rendering // NORSPEC-59 // if (gGLManager.mIsMobileGF) sum_lights_class = 3; #endif // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); // 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/atmosphericsVarsWaterV.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( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.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::unordered_map attribs; attribs["MAX_JOINTS_PER_MESH_OBJECT"] = boost::lexical_cast(LLSkinningUtil::getMaxJointCount()); BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable"); BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable"); BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable"); if (ambient_kill) { attribs["AMBIENT_KILL"] = "1"; } if (sunlight_kill) { attribs["SUNLIGHT_KILL"] = "1"; } if (local_light_kill) { attribs["LOCAL_LIGHT_KILL"] = "1"; } // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) { // 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, 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/atmosphericsVarsWaterF.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( "windlight/transportF.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/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); 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/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/reflectionProbeF.glsl", llmax(mShaderLevel[SHADER_DEFERRED], 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(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.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] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.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::loadShadersEnvironment() { BOOL success = TRUE; if (mShaderLevel[SHADER_ENVIRONMENT] == 0) { gTerrainProgram.unload(); return TRUE; } if (success) { gTerrainProgram.mName = "Terrain Shader"; gTerrainProgram.mFeatures.calculatesLighting = true; gTerrainProgram.mFeatures.calculatesAtmospherics = true; gTerrainProgram.mFeatures.hasAtmospherics = true; gTerrainProgram.mFeatures.hasTransport = true; gTerrainProgram.mFeatures.hasGamma = true; gTerrainProgram.mFeatures.hasSrgb = true; gTerrainProgram.mFeatures.mIndexedTextureChannels = 0; gTerrainProgram.mFeatures.disableTextureIndex = true; gTerrainProgram.mFeatures.hasGamma = true; gTerrainProgram.mShaderFiles.clear(); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER)); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER)); gTerrainProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT]; success = gTerrainProgram.createShader(NULL, NULL); llassert(success); } if (!success) { mShaderLevel[SHADER_ENVIRONMENT] = 0; return FALSE; } LLWorld::getInstance()->updateWaterObjects(); return TRUE; } BOOL LLViewerShaderMgr::loadShadersWater() { BOOL success = TRUE; BOOL terrainWaterSuccess = TRUE; if (mShaderLevel[SHADER_WATER] == 0) { gWaterProgram.unload(); gWaterEdgeProgram.unload(); gUnderWaterProgram.unload(); gTerrainWaterProgram.unload(); return TRUE; } if (success) { // load water shader gWaterProgram.mName = "Water Shader"; gWaterProgram.mFeatures.calculatesAtmospherics = true; gWaterProgram.mFeatures.hasGamma = true; gWaterProgram.mFeatures.hasTransport = true; gWaterProgram.mFeatures.hasSrgb = true; 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.mShaderGroup = LLGLSLShader::SG_WATER; gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; success = gWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { // load water shader gWaterEdgeProgram.mName = "Water Edge Shader"; gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; gWaterEdgeProgram.mFeatures.hasGamma = true; gWaterEdgeProgram.mFeatures.hasTransport = true; gWaterEdgeProgram.mFeatures.hasSrgb = true; 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.addPermutation("WATER_EDGE", "1"); gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER; gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; success = gWaterEdgeProgram.createShader(NULL, NULL); llassert(success); } if (success) { //load under water vertex shader gUnderWaterProgram.mName = "Underwater Shader"; gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gUnderWaterProgram.mFeatures.hasWaterFog = 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; success = gUnderWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { //load terrain water shader gTerrainWaterProgram.mName = "Terrain Water Shader"; gTerrainWaterProgram.mFeatures.calculatesLighting = true; gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; gTerrainWaterProgram.mFeatures.hasAtmospherics = true; gTerrainWaterProgram.mFeatures.hasWaterFog = true; gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0; gTerrainWaterProgram.mFeatures.disableTextureIndex = true; gTerrainWaterProgram.mShaderFiles.clear(); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterV.glsl", GL_VERTEX_SHADER)); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER)); gTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT]; gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gTerrainWaterProgram.clearPermutations(); if (LLPipeline::RenderDeferred) { gTerrainWaterProgram.addPermutation("ALM", "1"); } terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL); llassert(terrainWaterSuccess); } /// 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() { BOOL success = TRUE; if (mShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); gGlowExtractProgram.unload(); gPostColorFilterProgram.unload(); gPostNightVisionProgram.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(NULL, NULL); if (!success) { LLPipeline::sRenderGlow = FALSE; } } if (success) { gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; 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]; success = gGlowExtractProgram.createShader(NULL, NULL); if (!success) { LLPipeline::sRenderGlow = FALSE; } } return success; } BOOL LLViewerShaderMgr::loadShadersDeferred() { bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && gSavedSettings.getS32("RenderShadowDetail") > 0; BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable"); BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable"); BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable"); if (mShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); gDeferredTreeShadowProgram.unload(); gDeferredSkinnedTreeShadowProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredSkinnedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); gDeferredTerrainWaterProgram.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(); gDeferredSoftenWaterProgram.unload(); gDeferredShadowProgram.unload(); gDeferredSkinnedShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); gDeferredSkinnedShadowAlphaMaskProgram.unload(); gDeferredShadowFullbrightAlphaMaskProgram.unload(); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload(); gDeferredAvatarShadowProgram.unload(); gDeferredAvatarAlphaShadowProgram.unload(); gDeferredAvatarAlphaMaskShadowProgram.unload(); gDeferredAttachmentShadowProgram.unload(); gDeferredAttachmentAlphaShadowProgram.unload(); gDeferredAttachmentAlphaMaskShadowProgram.unload(); gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); gDeferredAlphaWaterProgram.unload(); gDeferredSkinnedAlphaWaterProgram.unload(); gDeferredFullbrightProgram.unload(); gDeferredFullbrightAlphaMaskProgram.unload(); gDeferredFullbrightWaterProgram.unload(); gDeferredSkinnedFullbrightWaterProgram.unload(); gDeferredFullbrightAlphaMaskWaterProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskWaterProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredSkinnedEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); gDeferredCoFProgram.unload(); gDeferredDoFCombineProgram.unload(); gDeferredPostGammaCorrectProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); gDeferredUnderWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredWLSunProgram.unload(); gDeferredWLMoonProgram.unload(); gDeferredStarProgram.unload(); gDeferredFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskProgram.unload(); gDeferredHighlightProgram.unload(); gDeferredHighlightNormalProgram.unload(); gDeferredHighlightSpecularProgram.unload(); gNormalMapGenProgram.unload(); for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); gDeferredMaterialWaterProgram[i].unload(); } gDeferredPBROpaqueProgram.unload(); gDeferredSkinnedPBROpaqueProgram.unload(); gDeferredPBRAlphaProgram.unload(); gDeferredSkinnedPBRAlphaProgram.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(NULL, NULL); } if (success) { gDeferredHighlightNormalProgram.mName = "Deferred Highlight Normals Shader"; gDeferredHighlightNormalProgram.mShaderFiles.clear(); gDeferredHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER)); gDeferredHighlightNormalProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); gDeferredHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gHighlightNormalProgram.createShader(NULL, NULL); } if (success) { gDeferredHighlightSpecularProgram.mName = "Deferred Highlight Spec Shader"; gDeferredHighlightSpecularProgram.mShaderFiles.clear(); gDeferredHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER)); gDeferredHighlightSpecularProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); gDeferredHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gDeferredHighlightSpecularProgram.createShader(NULL, NULL); } if (success) { gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); } if (success) { gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); llassert(success); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); llassert(success); } if (success) { gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true; gDeferredNonIndexedDiffuseProgram.mFeatures.hasSrgb = true; gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER)); gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredBumpProgram.mName = "Deferred Bump Shader"; gDeferredBumpProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); 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; gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { if (success) { mShaderList.push_back(&gDeferredMaterialProgram[i]); gDeferredMaterialProgram[i].mName = llformat("Deferred 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"); } if (ambient_kill) { gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); } gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); if (use_sun_shadow) { gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); } bool has_skin = i & 0x10; gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialProgram[i].mFeatures.hasTransport = true; gDeferredMaterialProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasGamma = true; gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow; if (mShaderLevel[SHADER_DEFERRED] > 2) { gDeferredMaterialProgram[i].mFeatures.hasReflectionProbes = true; gDeferredMaterialProgram[i].addPermutation("HAS_REFLECTION_PROBES", "1"); } 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(NULL, NULL); llassert(success); } if (success) { mShaderList.push_back(&gDeferredMaterialWaterProgram[i]); gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i); U32 alpha_mode = i & 0x3; gDeferredMaterialWaterProgram[i].mShaderFiles.clear(); gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER; gDeferredMaterialWaterProgram[i].clearPermutations(); bool has_normal_map = (i & 0x8) > 0; bool has_specular_map = (i & 0x4) > 0; if (has_normal_map) { gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); } if (has_specular_map) { gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); } gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); if (use_sun_shadow) { gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); } bool has_skin = i & 0x10; if (has_skin) { gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1"); } else { gDeferredMaterialWaterProgram[i].mRiggedVariant = &(gDeferredMaterialWaterProgram[i + 0x10]); } gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1"); if (ambient_kill) { gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); } gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true; gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true; gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true; gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow; if (has_skin) { gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; } success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms); 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; gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; if (success) { gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader"; gDeferredPBROpaqueProgram.mFeatures.encodesNormal = true; 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.addPermutation("HAS_NORMAL_MAP", "1"); gDeferredPBROpaqueProgram.addPermutation("HAS_SPECULAR_MAP", "1"); gDeferredPBROpaqueProgram.addPermutation("HAS_EMISSIVE_MAP", "1"); gDeferredPBROpaqueProgram.addPermutation("DIFFUSE_ALPHA_MODE", "0"); success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram); if (success) { success = gDeferredPBROpaqueProgram.createShader(NULL, NULL); } 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.encodesNormal = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; shader->mFeatures.hasTransport = 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_SHADOW", "1"); } if (ambient_kill) { shader->addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { shader->addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { shader->addPermutation("LOCAL_LIGHT_KILL", "1"); } shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram); if (success) { success = shader->createShader(NULL, NULL); } 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) { gDeferredTreeProgram.mName = "Deferred Tree Shader"; gDeferredTreeProgram.mShaderFiles.clear(); gDeferredTreeProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); } if (success) { gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; gDeferredTreeShadowProgram.mShaderFiles.clear(); gDeferredTreeShadowProgram.mFeatures.isDeferred = true; gDeferredTreeShadowProgram.mFeatures.hasShadows = true; 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(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader"; gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear(); gDeferredSkinnedTreeShadowProgram.mFeatures.isDeferred = true; gDeferredSkinnedTreeShadowProgram.mFeatures.hasShadows = true; 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(NULL, NULL); llassert(success); } if (success) { gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; gDeferredImpostorProgram.mFeatures.hasSrgb = true; gDeferredImpostorProgram.mFeatures.encodesNormal = true; //gDeferredImpostorProgram.mFeatures.isDeferred = 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(NULL, NULL); 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(); if (ambient_kill) { gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); } success = gDeferredLightProgram.createShader(NULL, NULL); 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)); if (ambient_kill) { gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); } success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); 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]; if (ambient_kill) { gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); } success = gDeferredSpotLightProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; gDeferredMultiSpotLightProgram.clearPermutations(); gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (local_light_kill) { gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); } success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); 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.mName = "Deferred Sun Shader"; 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(NULL, NULL); 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(NULL, NULL); llassert(success); } if (success) { for (int i = 0; i < 2 && success; ++i) { LLGLSLShader* shader = nullptr; bool rigged = i == 1; 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.disableTextureIndex = true; //hack to disable auto-setup of texture channels shader->mFeatures.hasSrgb = true; shader->mFeatures.encodesNormal = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; shader->mFeatures.hasTransport = true; shader->mFeatures.hasShadows = use_sun_shadow; if (mShaderLevel[SHADER_DEFERRED] < 1) { shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } 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_SHADOW", "1"); } if (ambient_kill) { shader->addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { shader->addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { shader->addPermutation("LOCAL_LIGHT_KILL", "1"); } if (rigged) { shader->addPermutation("HAS_SKIN", "1"); } shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = shader->createShader(NULL, NULL); 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.encodesNormal = true; shader->mFeatures.hasShadows = use_sun_shadow; if (mShaderLevel[SHADER_DEFERRED] < 1) { shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } 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_SHADOW", "1"); } shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram; shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (!rigged) { shader->mRiggedVariant = shaders[1]; } success = shader->createShader(NULL, NULL); llassert(success); // End Hack shader->mFeatures.calculatesLighting = true; shader->mFeatures.hasLighting = true; } } if (success) { LLGLSLShader* shader[] = { &gDeferredAlphaWaterProgram, &gDeferredSkinnedAlphaWaterProgram }; gDeferredAlphaWaterProgram.mRiggedVariant = &gDeferredSkinnedAlphaWaterProgram; gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader"; gDeferredSkinnedAlphaWaterProgram.mName = "Deferred Skinned Alpha Underwater Shader"; for (int i = 0; i < 2 && success; ++i) { shader[i]->mFeatures.calculatesLighting = false; shader[i]->mFeatures.hasLighting = false; shader[i]->mFeatures.isAlphaLighting = true; shader[i]->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels shader[i]->mFeatures.hasWaterFog = true; shader[i]->mFeatures.hasSrgb = true; shader[i]->mFeatures.encodesNormal = true; shader[i]->mFeatures.calculatesAtmospherics = true; shader[i]->mFeatures.hasAtmospherics = true; shader[i]->mFeatures.hasGamma = true; shader[i]->mFeatures.hasTransport = true; shader[i]->mFeatures.hasShadows = use_sun_shadow; if (mShaderLevel[SHADER_DEFERRED] < 1) { shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps shader[i]->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } shader[i]->mShaderGroup = LLGLSLShader::SG_WATER; shader[i]->mShaderFiles.clear(); shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); shader[i]->clearPermutations(); shader[i]->addPermutation("USE_INDEXED_TEX", "1"); shader[i]->addPermutation("WATER_FOG", "1"); shader[i]->addPermutation("USE_VERTEX_COLOR", "1"); shader[i]->addPermutation("HAS_ALPHA_MASK", "1"); if (use_sun_shadow) { shader[i]->addPermutation("HAS_SHADOW", "1"); } if (ambient_kill) { shader[i]->addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { shader[i]->addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { shader[i]->addPermutation("LOCAL_LIGHT_KILL", "1"); } if (i == 1) { // rigged variant shader[i]->mFeatures.hasObjectSkinning = true; shader[i]->addPermutation("HAS_SKIN", "1"); } else { shader[i]->mRiggedVariant = shader[1]; } shader[i]->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = shader[i]->createShader(NULL, NULL); llassert(success); // Hack shader[i]->mFeatures.calculatesLighting = true; shader[i]->mFeatures.hasLighting = true; } } if (success) { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; gDeferredAvatarEyesProgram.mFeatures.hasTransport = true; gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; gDeferredAvatarEyesProgram.mFeatures.encodesNormal = 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(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = 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(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = 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.addPermutation("HAS_ALPHA_MASK","1"); gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram); success = success && gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader"; gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightWaterProgram.mShaderFiles.clear(); gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1"); success = make_rigged_variant(gDeferredFullbrightWaterProgram, gDeferredSkinnedFullbrightWaterProgram); success = success && gDeferredFullbrightWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader"; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1"); gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1"); success = make_rigged_variant(gDeferredFullbrightAlphaMaskWaterProgram, gDeferredSkinnedFullbrightAlphaMaskWaterProgram); success = success && gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-2; 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]; if (gDeferredFullbrightShinyProgram.mShaderLevel > 2) { gDeferredFullbrightShinyProgram.addPermutation("HAS_REFLECTION_PROBES", "1"); gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; } success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram); success = success && gDeferredFullbrightShinyProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasTransport = 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(NULL, NULL); llassert(success); } if (success) { // load water shader gDeferredWaterProgram.mName = "Deferred Water Shader"; gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredWaterProgram.mFeatures.hasGamma = true; gDeferredWaterProgram.mFeatures.hasTransport = true; gDeferredWaterProgram.mFeatures.encodesNormal = true; gDeferredWaterProgram.mFeatures.hasSrgb = true; gDeferredWaterProgram.mShaderFiles.clear(); gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER)); gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER)); gDeferredWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gDeferredWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { // load water shader gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader"; gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredUnderWaterProgram.mFeatures.hasWaterFog = true; gDeferredUnderWaterProgram.mFeatures.hasGamma = true; gDeferredUnderWaterProgram.mFeatures.hasTransport = true; gDeferredUnderWaterProgram.mFeatures.hasSrgb = true; gDeferredUnderWaterProgram.mFeatures.encodesNormal = true; //gDeferredUnderWaterProgram.mFeatures.hasShadows = true; gDeferredUnderWaterProgram.mShaderFiles.clear(); gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER)); gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER)); gDeferredUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gDeferredUnderWaterProgram.createShader(NULL, NULL); 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.hasTransport = 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 (ambient_kill) { gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "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(NULL, NULL); llassert(success); } if (success) { gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader"; gDeferredSoftenWaterProgram.mShaderFiles.clear(); gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); gDeferredSoftenWaterProgram.clearPermutations(); gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1"); gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true; gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true; gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasTransport = true; gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow; gDeferredSoftenWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; if (use_sun_shadow) { gDeferredSoftenWaterProgram.addPermutation("HAS_SUN_SHADOW", "1"); } if (ambient_kill) { gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); gDeferredSoftenWaterProgram.addPermutation("HAS_SSAO", "1"); } if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2); } success = gDeferredSoftenWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredShadowProgram.mName = "Deferred Shadow Shader"; gDeferredShadowProgram.mFeatures.isDeferred = true; gDeferredShadowProgram.mFeatures.hasShadows = true; 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.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram; success = gDeferredShadowProgram.createShader(NULL, NULL); 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(NULL, NULL); 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(NULL, NULL); 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]; gDeferredShadowFullbrightAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowFullbrightAlphaMaskProgram; success = gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mName = "Deferred Skinned Shadow Fullbright Alpha Mask Shader"; gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.clearPermutations(); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1"); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1"); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL); 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]; gDeferredShadowAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram; success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedShadowAlphaMaskProgram.mName = "Deferred Skinned Shadow Alpha Mask Shader"; gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.clear(); gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedShadowAlphaMaskProgram.createShader(NULL, NULL); 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(NULL, NULL); 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(NULL, NULL); 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(NULL, NULL); llassert(success); } if (success) { gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader"; gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredAttachmentShadowProgram.mShaderFiles.clear(); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAttachmentShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAttachmentAlphaShadowProgram.mName = "Deferred Attachment Alpha Shadow Shader"; gDeferredAttachmentAlphaShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredAttachmentAlphaShadowProgram.mShaderFiles.clear(); gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAttachmentAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAttachmentAlphaShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAttachmentAlphaMaskShadowProgram.mName = "Deferred Attachment Alpha Mask Shadow Shader"; gDeferredAttachmentAlphaMaskShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.clear(); gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER)); gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredAttachmentAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAttachmentAlphaMaskShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mFeatures.encodesNormal = true; gDeferredTerrainProgram.mFeatures.hasSrgb = true; gDeferredTerrainProgram.mFeatures.calculatesLighting = false; gDeferredTerrainProgram.mFeatures.hasLighting = false; gDeferredTerrainProgram.mFeatures.isAlphaLighting = true; gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredTerrainProgram.mFeatures.hasWaterFog = true; gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true; gDeferredTerrainProgram.mFeatures.hasAtmospherics = true; gDeferredTerrainProgram.mFeatures.hasGamma = true; gDeferredTerrainProgram.mFeatures.hasTransport = 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(NULL, NULL); llassert(success); } if (success) { gDeferredTerrainWaterProgram.mName = "Deferred Terrain Underwater Shader"; gDeferredTerrainWaterProgram.mFeatures.encodesNormal = true; gDeferredTerrainWaterProgram.mFeatures.hasSrgb = true; gDeferredTerrainWaterProgram.mFeatures.calculatesLighting = false; gDeferredTerrainWaterProgram.mFeatures.hasLighting = false; gDeferredTerrainWaterProgram.mFeatures.isAlphaLighting = true; gDeferredTerrainWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredTerrainWaterProgram.mFeatures.hasWaterFog = true; gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true; gDeferredTerrainWaterProgram.mFeatures.hasGamma = true; gDeferredTerrainWaterProgram.mFeatures.hasTransport = true; gDeferredTerrainWaterProgram.mShaderFiles.clear(); gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); gDeferredTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredTerrainWaterProgram.addPermutation("WATER_FOG", "1"); success = gDeferredTerrainWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAvatarProgram.mName = "Avatar Shader"; gDeferredAvatarProgram.mFeatures.hasSkinning = true; gDeferredAvatarProgram.mFeatures.encodesNormal = 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(NULL, NULL); llassert(success); } if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; gDeferredAvatarAlphaProgram.mFeatures.hasShadows = 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_SHADOW", "1"); } if (ambient_kill) { gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1"); } if (sunlight_kill) { gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1"); } if (local_light_kill) { gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); } gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); llassert(success); gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; } if (success) { gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true; gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); 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(NULL, NULL); llassert(success); } if (success) { 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(NULL, NULL); llassert(success); } if (success) { gDeferredPostProgram.mName = "Deferred Post Shader"; gFXAAProgram.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(NULL, NULL); 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(NULL, NULL); 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(NULL, NULL); llassert(success); } if (success) { gDeferredPostNoDoFProgram.mName = "Deferred Post 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(NULL, NULL); llassert(success); } if (success) { gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; gDeferredWLSkyProgram.mShaderFiles.clear(); gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSkyProgram.mFeatures.hasTransport = 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(NULL, NULL); llassert(success); } if (success) { gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; gDeferredWLCloudProgram.mShaderFiles.clear(); gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasTransport = 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; success = gDeferredWLCloudProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasTransport = true; gDeferredWLSunProgram.mFeatures.hasGamma = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.isFullbright = true; gDeferredWLSunProgram.mFeatures.disableTextureIndex = 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(NULL, NULL); llassert(success); } if (success) { gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program"; gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasTransport = true; gDeferredWLMoonProgram.mFeatures.hasGamma = true; gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasSrgb = true; gDeferredWLMoonProgram.mFeatures.isFullbright = true; gDeferredWLMoonProgram.mFeatures.disableTextureIndex = 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; success = gDeferredWLMoonProgram.createShader(NULL, NULL); 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; success = gDeferredStarProgram.createShader(NULL, NULL); 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(NULL, NULL); } return success; } BOOL LLViewerShaderMgr::loadShadersObject() { BOOL success = TRUE; if (success) { gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader"; gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER)); gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader"; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER)); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader"; gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasGamma = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear(); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER)); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNonIndexedWaterProgram.mName = "Non indexed alpha mask Water Shader"; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear(); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader"; gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear(); gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL); } if (success) { gTreeProgram.mName = "Tree Shader"; gTreeProgram.mFeatures.calculatesLighting = true; gTreeProgram.mFeatures.calculatesAtmospherics = true; gTreeProgram.mFeatures.hasGamma = true; gTreeProgram.mFeatures.hasAtmospherics = true; gTreeProgram.mFeatures.hasLighting = true; gTreeProgram.mFeatures.disableTextureIndex = true; gTreeProgram.mFeatures.hasAlphaMask = true; gTreeProgram.mShaderFiles.clear(); gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER)); gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gTreeProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gTreeProgram.createShader(NULL, NULL); } if (success) { gTreeWaterProgram.mName = "Tree Water Shader"; gTreeWaterProgram.mFeatures.calculatesLighting = true; gTreeWaterProgram.mFeatures.calculatesAtmospherics = true; gTreeWaterProgram.mFeatures.hasWaterFog = true; gTreeWaterProgram.mFeatures.hasAtmospherics = true; gTreeWaterProgram.mFeatures.hasLighting = true; gTreeWaterProgram.mFeatures.disableTextureIndex = true; gTreeWaterProgram.mFeatures.hasAlphaMask = true; gTreeWaterProgram.mShaderFiles.clear(); gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER)); gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gTreeWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gTreeWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true; gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true; gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true; gObjectFullbrightNoColorProgram.mFeatures.hasSrgb = true; gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNoColorProgram.mShaderFiles.clear(); gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader"; gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear(); gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL); } if (success) { gImpostorProgram.mName = "Impostor Shader"; gImpostorProgram.mFeatures.disableTextureIndex = true; 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(NULL, NULL); } if (success) { gObjectPreviewProgram.mName = "Simple Shader"; gObjectPreviewProgram.mFeatures.calculatesLighting = false; gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false; gObjectPreviewProgram.mFeatures.hasGamma = false; gObjectPreviewProgram.mFeatures.hasAtmospherics = false; gObjectPreviewProgram.mFeatures.hasLighting = false; gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0; gObjectPreviewProgram.mFeatures.disableTextureIndex = true; 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 = gObjectPreviewProgram.createShader(NULL, NULL); gObjectPreviewProgram.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.mFeatures.mIndexedTextureChannels = 0; gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true; 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(NULL, NULL); gPhysicsPreviewProgram.mFeatures.hasLighting = false; } if (success) { gObjectSimpleProgram.mName = "Simple Shader"; gObjectSimpleProgram.mFeatures.calculatesLighting = true; gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleProgram.mFeatures.hasGamma = true; gObjectSimpleProgram.mFeatures.hasAtmospherics = true; gObjectSimpleProgram.mFeatures.hasLighting = true; gObjectSimpleProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleProgram.mShaderFiles.clear(); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER)); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectSimpleProgram, gSkinnedObjectSimpleProgram); success = success && gObjectSimpleProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleImpostorProgram.mName = "Simple Impostor Shader"; gObjectSimpleImpostorProgram.mFeatures.calculatesLighting = true; gObjectSimpleImpostorProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleImpostorProgram.mFeatures.hasGamma = true; gObjectSimpleImpostorProgram.mFeatures.hasAtmospherics = true; gObjectSimpleImpostorProgram.mFeatures.hasLighting = true; gObjectSimpleImpostorProgram.mFeatures.mIndexedTextureChannels = 0; // force alpha mask version of lighting so we can weed out // transparent pixels from impostor temp buffer // gObjectSimpleImpostorProgram.mFeatures.hasAlphaMask = true; gObjectSimpleImpostorProgram.mShaderFiles.clear(); gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER)); gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectSimpleImpostorProgram, gSkinnedObjectSimpleImpostorProgram); success = success && gObjectSimpleImpostorProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleWaterProgram.mName = "Simple Water Shader"; gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleWaterProgram.mFeatures.hasLighting = true; gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleWaterProgram.mShaderFiles.clear(); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER)); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; make_rigged_variant(gObjectSimpleWaterProgram, gSkinnedObjectSimpleWaterProgram); success = gObjectSimpleWaterProgram.createShader(NULL, NULL); } if (success) { gObjectBumpProgram.mName = "Bump Shader"; gObjectBumpProgram.mFeatures.encodesNormal = true; 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(NULL, NULL); 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) { gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER)); gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectSimpleAlphaMaskProgram, gSkinnedObjectSimpleAlphaMaskProgram); success = success && gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader"; gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAtmospherics = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasLighting = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.clear(); gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER)); gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectSimpleWaterAlphaMaskProgram, gSkinnedObjectSimpleWaterAlphaMaskProgram); success = success && gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightProgram.mName = "Fullbright Shader"; gObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightProgram.mFeatures.hasGamma = true; gObjectFullbrightProgram.mFeatures.hasTransport = true; gObjectFullbrightProgram.mFeatures.isFullbright = true; gObjectFullbrightProgram.mFeatures.hasSrgb = true; gObjectFullbrightProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightProgram.mShaderFiles.clear(); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectFullbrightProgram, gSkinnedObjectFullbrightProgram); success = success && gObjectFullbrightProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader"; gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightWaterProgram.mShaderFiles.clear(); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectFullbrightWaterProgram, gSkinnedObjectFullbrightWaterProgram); success = success && gObjectFullbrightWaterProgram.createShader(NULL, NULL); } if (success) { gObjectEmissiveProgram.mName = "Emissive Shader"; gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveProgram.mFeatures.hasGamma = true; gObjectEmissiveProgram.mFeatures.hasTransport = true; gObjectEmissiveProgram.mFeatures.isFullbright = true; gObjectEmissiveProgram.mFeatures.hasSrgb = true; gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0; gObjectEmissiveProgram.mShaderFiles.clear(); gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER)); gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectEmissiveProgram, gSkinnedObjectEmissiveProgram); success = success && gObjectEmissiveProgram.createShader(NULL, NULL); } if (success) { gObjectEmissiveWaterProgram.mName = "Emissive Water Shader"; gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveWaterProgram.mFeatures.isFullbright = true; gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; gObjectEmissiveWaterProgram.mFeatures.hasTransport = true; gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectEmissiveWaterProgram.mShaderFiles.clear(); gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER)); gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectEmissiveWaterProgram, gSkinnedObjectEmissiveWaterProgram); success = success && gObjectEmissiveWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader"; gObjectFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; gObjectFullbrightAlphaMaskProgram.mFeatures.isFullbright = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; gObjectFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightAlphaMaskProgram.mShaderFiles.clear(); gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectFullbrightAlphaMaskProgram, gSkinnedObjectFullbrightAlphaMaskProgram); success = success && gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightWaterAlphaMaskProgram.mName = "Fullbright Water Alpha Mask Shader"; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.isFullbright = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasTransport = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.clear(); gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectFullbrightWaterAlphaMaskProgram, gSkinnedObjectFullbrightWaterAlphaMaskProgram); success = success && gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectShinyProgram.mName = "Shiny Shader"; gObjectShinyProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyProgram.mFeatures.calculatesLighting = true; gObjectShinyProgram.mFeatures.hasGamma = true; gObjectShinyProgram.mFeatures.hasAtmospherics = true; gObjectShinyProgram.mFeatures.isShiny = true; gObjectShinyProgram.mFeatures.mIndexedTextureChannels = 0; gObjectShinyProgram.mShaderFiles.clear(); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER)); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER)); gObjectShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectShinyProgram, gSkinnedObjectShinyProgram); success = success && gObjectShinyProgram.createShader(NULL, NULL); } if (success) { gObjectShinyWaterProgram.mName = "Shiny Water Shader"; gObjectShinyWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyWaterProgram.mFeatures.calculatesLighting = true; gObjectShinyWaterProgram.mFeatures.isShiny = true; gObjectShinyWaterProgram.mFeatures.hasWaterFog = true; gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true; gObjectShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectShinyWaterProgram.mShaderFiles.clear(); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER)); gObjectShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectShinyWaterProgram, gSkinnedObjectShinyWaterProgram); success = success && gObjectShinyWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightShinyProgram.mName = "Fullbright Shiny Shader"; gObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyProgram.mFeatures.isShiny = true; gObjectFullbrightShinyProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightShinyProgram.mShaderFiles.clear(); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectFullbrightShinyProgram, gSkinnedObjectFullbrightShinyProgram); success = success && gObjectFullbrightShinyProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightShinyWaterProgram.mName = "Fullbright Shiny Water Shader"; gObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER)); gObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = make_rigged_variant(gObjectFullbrightShinyWaterProgram, gSkinnedObjectFullbrightShinyWaterProgram); success = success && gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL); } if( !success ) { mShaderLevel[SHADER_OBJECT] = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersAvatar() { BOOL success = TRUE; if (mShaderLevel[SHADER_AVATAR] == 0) { gAvatarProgram.unload(); gAvatarWaterProgram.unload(); gAvatarEyeballProgram.unload(); gAvatarPickProgram.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.mFeatures.disableTextureIndex = 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(NULL, NULL); if (success) { gAvatarWaterProgram.mName = "Avatar Water Shader"; gAvatarWaterProgram.mFeatures.hasSkinning = true; gAvatarWaterProgram.mFeatures.calculatesAtmospherics = true; gAvatarWaterProgram.mFeatures.calculatesLighting = true; gAvatarWaterProgram.mFeatures.hasWaterFog = true; gAvatarWaterProgram.mFeatures.hasAtmospherics = true; gAvatarWaterProgram.mFeatures.hasLighting = true; gAvatarWaterProgram.mFeatures.hasAlphaMask = true; gAvatarWaterProgram.mFeatures.disableTextureIndex = true; gAvatarWaterProgram.mShaderFiles.clear(); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER)); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); // Note: no cloth under water: gAvatarWaterProgram.mShaderLevel = llmin(mShaderLevel[SHADER_AVATAR], 1); gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gAvatarWaterProgram.createShader(NULL, NULL); } /// Keep track of avatar levels if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR]) { mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; } } if (success) { gAvatarPickProgram.mName = "Avatar Pick Shader"; gAvatarPickProgram.mFeatures.hasSkinning = true; gAvatarPickProgram.mFeatures.disableTextureIndex = true; gAvatarPickProgram.mShaderFiles.clear(); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER)); gAvatarPickProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; success = gAvatarPickProgram.createShader(NULL, NULL); } 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.mFeatures.disableTextureIndex = 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(NULL, NULL); } if( !success ) { mShaderLevel[SHADER_AVATAR] = 0; mMaxAvatarShaderLevel = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersInterface() { 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } if (success) { gCustomAlphaProgram.mName = "Custom Alpha Shader"; gCustomAlphaProgram.mShaderFiles.clear(); gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER)); gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER)); gCustomAlphaProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gCustomAlphaProgram.createShader(NULL, NULL); } if (success) { gSplatTextureRectProgram.mName = "Splat Texture Rect Shader"; gSplatTextureRectProgram.mShaderFiles.clear(); gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER)); gSplatTextureRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gSplatTextureRectProgram.createShader(NULL, NULL); if (success) { gSplatTextureRectProgram.bind(); gSplatTextureRectProgram.uniform1i(sScreenMap, 0); gSplatTextureRectProgram.unbind(); } } 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(NULL, NULL); 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(NULL, NULL); if (success) { gGlowCombineFXAAProgram.bind(); gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); gGlowCombineFXAAProgram.unbind(); } } if (success) { gTwoTextureAddProgram.mName = "Two Texture Add Shader"; gTwoTextureAddProgram.mShaderFiles.clear(); gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER)); gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER)); gTwoTextureAddProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gTwoTextureAddProgram.createShader(NULL, NULL); if (success) { gTwoTextureAddProgram.bind(); gTwoTextureAddProgram.uniform1i(sTex0, 0); gTwoTextureAddProgram.uniform1i(sTex1, 1); } } #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(NULL, NULL); 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(NULL, NULL); if (success) { gOneTextureFilterProgram.bind(); gOneTextureFilterProgram.uniform1i(sTex0, 0); } } #endif if (success) { gOneTextureNoColorProgram.mName = "One Texture No Color Shader"; gOneTextureNoColorProgram.mShaderFiles.clear(); gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER)); gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER)); gOneTextureNoColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gOneTextureNoColorProgram.createShader(NULL, NULL); if (success) { gOneTextureNoColorProgram.bind(); gOneTextureNoColorProgram.uniform1i(sTex0, 0); } } 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(NULL, NULL); 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } 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(NULL, NULL); } if (success) { gDownsampleDepthProgram.mName = "DownsampleDepth Shader"; gDownsampleDepthProgram.mShaderFiles.clear(); gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER)); gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER)); gDownsampleDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gDownsampleDepthProgram.createShader(NULL, NULL); } 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(NULL, NULL); } if (success) { gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader"; gDownsampleDepthRectProgram.mShaderFiles.clear(); gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER)); gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER)); gDownsampleDepthRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gDownsampleDepthRectProgram.createShader(NULL, NULL); } if (success) { gAlphaMaskProgram.mName = "Alpha Mask Shader"; gAlphaMaskProgram.mShaderFiles.clear(); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER)); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER)); gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = gAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gReflectionMipProgram.mName = "Reflection Mip Shader"; 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(NULL, NULL); if (success) { gReflectionMipProgram.bind(); gReflectionMipProgram.uniform1i(sScreenMap, 0); gReflectionMipProgram.unbind(); } } 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]; success = gRadianceGenProgram.createShader(NULL, NULL); } 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(NULL, NULL); } if( !success ) { mShaderLevel[SHADER_INTERFACE] = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersWindLight() { BOOL success = TRUE; if (mShaderLevel[SHADER_WINDLIGHT] < 2) { gWLSkyProgram.unload(); gWLCloudProgram.unload(); gWLSunProgram.unload(); gWLMoonProgram.unload(); return TRUE; } if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; gWLSkyProgram.mShaderFiles.clear(); gWLSkyProgram.mFeatures.calculatesAtmospherics = true; gWLSkyProgram.mFeatures.hasTransport = true; gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mFeatures.hasSrgb = true; gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER)); gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER)); gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLSkyProgram.createShader(NULL, NULL); } if (success) { gWLCloudProgram.mName = "Windlight Cloud Program"; gWLCloudProgram.mShaderFiles.clear(); gWLCloudProgram.mFeatures.calculatesAtmospherics = true; gWLCloudProgram.mFeatures.hasTransport = true; gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mFeatures.hasSrgb = true; gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER)); gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER)); gWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLCloudProgram.createShader(NULL, NULL); } if (success) { gWLSunProgram.mName = "Windlight Sun Program"; gWLSunProgram.mShaderFiles.clear(); gWLSunProgram.mFeatures.calculatesAtmospherics = true; gWLSunProgram.mFeatures.hasTransport = true; gWLSunProgram.mFeatures.hasGamma = true; gWLSunProgram.mFeatures.hasAtmospherics = true; gWLSunProgram.mFeatures.isFullbright = true; gWLSunProgram.mFeatures.disableTextureIndex = true; gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscV.glsl", GL_VERTEX_SHADER)); gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscF.glsl", GL_FRAGMENT_SHADER)); gWLSunProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLSunProgram.createShader(NULL, NULL); } if (success) { gWLMoonProgram.mName = "Windlight Moon Program"; gWLMoonProgram.mShaderFiles.clear(); gWLMoonProgram.mFeatures.calculatesAtmospherics = true; gWLMoonProgram.mFeatures.hasTransport = true; gWLMoonProgram.mFeatures.hasGamma = true; gWLMoonProgram.mFeatures.hasAtmospherics = true; gWLMoonProgram.mFeatures.isFullbright = true; gWLMoonProgram.mFeatures.disableTextureIndex = true; gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonV.glsl", GL_VERTEX_SHADER)); gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonF.glsl", GL_FRAGMENT_SHADER)); gWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLMoonProgram.createShader(NULL, NULL); } return success; } 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(); }