SL-17600 WIP -- Proper radiance maps (not just mipped cubemaps).
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@ -3461,6 +3461,62 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors</string>
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<key>version</key>
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<string>3.0.16.565299</string>
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</map>
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<key>vulkan_gltf</key>
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<map>
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<key>canonical_repo</key>
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<string>https://bitbucket.org/lindenlab/3p-vulkan-gltf-pbr</string>
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<key>copyright</key>
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<string>Copyright (c) 2018 Sascha Willems</string>
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<key>description</key>
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<string>Vulkan GLTF Sample Implementation</string>
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<key>license</key>
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<string>Copyright (c) 2018 Sascha Willems</string>
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<key>license_file</key>
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<string>LICENSES/vulkan_gltf.txt</string>
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<key>name</key>
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<string>vulkan_gltf</string>
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<key>platforms</key>
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<map>
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<key>darwin64</key>
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<map>
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>8cff2060843db3db788511ee34a8e8cc</string>
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<key>url</key>
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<string>https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/101316/891509/vulkan_gltf-1-darwin64-572743.tar.bz2</string>
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</map>
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<key>name</key>
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<string>darwin64</string>
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</map>
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<key>windows</key>
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<map>
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>58eea384be49ba756ce9c5e66669540b</string>
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<key>url</key>
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<string>https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/101318/891520/vulkan_gltf-1-windows-572743.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows</string>
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</map>
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<key>windows64</key>
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<map>
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>79b6a11622c2f83cfc2b7cd1fafb867b</string>
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<key>url</key>
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<string>https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/101319/891521/vulkan_gltf-1-windows64-572743.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows64</string>
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</map>
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</map>
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<key>version</key>
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<string>1</string>
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</map>
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<key>xmlrpc-epi</key>
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<map>
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<key>copyright</key>
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@ -0,0 +1,5 @@
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# -*- cmake -*-
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include(Prebuilt)
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use_prebuilt_binary(vulkan_gltf)
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@ -53,6 +53,50 @@ GLenum LLCubeMapArray::sTargets[6] =
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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};
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LLVector3 LLCubeMapArray::sLookVecs[6] =
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{
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LLVector3(1, 0, 0),
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LLVector3(-1, 0, 0),
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LLVector3(0, 1, 0),
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LLVector3(0, -1, 0),
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LLVector3(0, 0, 1),
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LLVector3(0, 0, -1)
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};
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LLVector3 LLCubeMapArray::sUpVecs[6] =
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{
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LLVector3(0, -1, 0),
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LLVector3(0, -1, 0),
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LLVector3(0, 0, 1),
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LLVector3(0, 0, -1),
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LLVector3(0, -1, 0),
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LLVector3(0, -1, 0)
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};
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LLVector3 LLCubeMapArray::sClipToCubeLookVecs[6] =
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{
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LLVector3(0, 0, -1), //GOOD
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LLVector3(0, 0, 1), //GOOD
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LLVector3(1, 0, 0), // GOOD
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LLVector3(1, 0, 0), // GOOD
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LLVector3(1, 0, 0),
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LLVector3(-1, 0, 0),
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};
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LLVector3 LLCubeMapArray::sClipToCubeUpVecs[6] =
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{
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LLVector3(-1, 0, 0), //GOOD
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LLVector3(1, 0, 0), //GOOD
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LLVector3(0, 1, 0), // GOOD
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LLVector3(0, -1, 0), // GOOD
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LLVector3(0, 0, -1),
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LLVector3(0, 0, 1)
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};
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LLCubeMapArray::LLCubeMapArray()
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: mTextureStage(0)
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{
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@ -32,13 +32,20 @@
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class LLVector3;
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// Environment map hack!
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class LLCubeMapArray : public LLRefCount
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{
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public:
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LLCubeMapArray();
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static GLenum sTargets[6];
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// look and up vectors for each cube face (agent space)
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static LLVector3 sLookVecs[6];
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static LLVector3 sUpVecs[6];
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// look and up vectors for each cube face (clip space)
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static LLVector3 sClipToCubeLookVecs[6];
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static LLVector3 sClipToCubeUpVecs[6];
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// allocate a cube map array
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// res - resolution of each cube face
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@ -56,6 +56,7 @@ include(UnixInstall)
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include(ViewerMiscLibs)
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include(ViewerManager)
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include(VisualLeakDetector)
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include(VulkanGltf)
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include(ZLIB)
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include(URIPARSER)
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@ -0,0 +1,167 @@
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/**
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* @file radianceGenF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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#define REFMAP_COUNT 256
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform samplerCubeArray reflectionProbes;
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VARYING vec3 vary_dir;
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// =============================================================================================================
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// Parts of this file are (c) 2018 Sascha Willems
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// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag
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/*
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MIT License
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Copyright (c) 2018 Sascha Willems
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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// =============================================================================================================
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uniform float roughness;
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uniform int numSamples;
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const float PI = 3.1415926536;
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// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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float random(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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vec2 hammersley2d(uint i, uint N)
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{
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// Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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uint bits = (i << 16u) | (i >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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float rdi = float(bits) * 2.3283064365386963e-10;
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return vec2(float(i) /float(N), rdi);
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}
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// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
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vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
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{
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// Maps a 2D point to a hemisphere with spread based on roughness
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float alpha = roughness * roughness;
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float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
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// Tangent space
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vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangentX = normalize(cross(up, normal));
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vec3 tangentY = normalize(cross(normal, tangentX));
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// Convert to world Space
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return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
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}
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// Normal Distribution function
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float D_GGX(float dotNH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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vec3 prefilterEnvMap(vec3 R, float roughness)
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{
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vec3 N = R;
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vec3 V = R;
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vec3 color = vec3(0.0);
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float totalWeight = 0.0;
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float envMapDim = 256.0;
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for(uint i = 0u; i < numSamples; i++) {
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vec2 Xi = hammersley2d(i, numSamples);
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vec3 H = importanceSample_GGX(Xi, roughness, N);
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vec3 L = 2.0 * dot(V, H) * H - V;
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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if(dotNL > 0.0) {
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// Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float dotVH = clamp(dot(V, H), 0.0, 1.0);
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// Probability Distribution Function
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float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001;
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// Slid angle of current smple
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float omegaS = 1.0 / (float(numSamples) * pdf);
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// Solid angle of 1 pixel across all cube faces
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float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
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// Biased (+1.0) mip level for better result
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float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
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color += textureLod(reflectionProbes, vec4(L,REFMAP_COUNT), mipLevel).rgb * dotNL;
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totalWeight += dotNL;
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}
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}
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return (color / totalWeight);
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}
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void main()
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{
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vec3 N = normalize(vary_dir);
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frag_color = vec4(prefilterEnvMap(N, roughness), 1.0);
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}
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// =============================================================================================================
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@ -0,0 +1,38 @@
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/**
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* @file radianceGenV.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_matrix;
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ATTRIBUTE vec3 position;
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VARYING vec3 vary_dir;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
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}
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@ -334,8 +334,9 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)
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v -= c;
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v = env_mat * v;
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{
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float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res
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return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb;
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//float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res
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//return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb;
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return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb;
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//return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb;
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}
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}
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@ -450,7 +451,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l
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vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
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ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1);
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ambenv = sampleProbeAmbient(pos, norm, reflection_lods-2);
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if (glossiness > 0.0)
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{
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@ -80,7 +80,8 @@ void LLReflectionMapManager::update()
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if (mTexture.isNull())
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{
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mTexture = new LLCubeMapArray();
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mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT);
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// store LL_REFLECTION_PROBE_COUNT+1 cube maps, final cube map is used for render target and radiance map generation source)
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mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT+2);
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}
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if (!mRenderTarget.isComplete())
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@ -395,7 +396,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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gPipeline.mRT = &gPipeline.mMainRT;
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mRenderTarget.flush();
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// generate mipmaps
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// downsample to placeholder map
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{
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LLGLDepthTest depth(GL_FALSE, GL_FALSE);
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LLGLDisable cull(GL_CULL_FACE);
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@ -451,7 +452,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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if (mip >= 0)
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{
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mTexture->bind(0);
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glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
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//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
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glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, LL_REFLECTION_PROBE_COUNT * 6 + face, 0, 0, res, res);
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mTexture->unbind();
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}
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mMipChain[i].flush();
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@ -463,6 +465,48 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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gReflectionMipProgram.unbind();
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}
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if (face == 5)
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{
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//generate radiance map
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gRadianceGenProgram.bind();
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S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
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mTexture->bind(channel);
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for (int cf = 0; cf < 6; ++cf)
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{ // for each cube face
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LLCoordFrame frame;
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frame.lookAt(LLVector3(0, 0, 0), LLCubeMapArray::sClipToCubeLookVecs[cf], LLCubeMapArray::sClipToCubeUpVecs[cf]);
|
||||
|
||||
F32 mat[16];
|
||||
frame.getOpenGLRotation(mat);
|
||||
gGL.loadMatrix(mat);
|
||||
|
||||
for (int i = 0; i < mMipChain.size(); ++i)
|
||||
{
|
||||
mMipChain[i].bindTarget();
|
||||
static LLStaticHashedString sRoughness("roughness");
|
||||
static LLStaticHashedString sNumSamples("numSamples");
|
||||
|
||||
gRadianceGenProgram.uniform1i(sNumSamples, 32);
|
||||
gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1));
|
||||
|
||||
gGL.begin(gGL.QUADS);
|
||||
gGL.vertex3f(-1, -1, -1);
|
||||
gGL.vertex3f(1, -1, -1);
|
||||
gGL.vertex3f(1, 1, -1);
|
||||
gGL.vertex3f(-1, 1, -1);
|
||||
gGL.end();
|
||||
gGL.flush();
|
||||
|
||||
|
||||
|
||||
S32 res = mMipChain[i].getWidth();
|
||||
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
|
||||
mMipChain[i].flush();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLReflectionMapManager::rebuild()
|
||||
|
|
|
|||
|
|
@ -29,6 +29,7 @@
|
|||
#include "llreflectionmap.h"
|
||||
#include "llrendertarget.h"
|
||||
#include "llcubemaparray.h"
|
||||
#include "llcubemap.h"
|
||||
|
||||
class LLSpatialGroup;
|
||||
class LLViewerObject;
|
||||
|
|
|
|||
|
|
@ -85,6 +85,7 @@ LLGLSLShader gCustomAlphaProgram;
|
|||
LLGLSLShader gGlowCombineProgram;
|
||||
LLGLSLShader gSplatTextureRectProgram;
|
||||
LLGLSLShader gReflectionMipProgram;
|
||||
LLGLSLShader gRadianceGenProgram;
|
||||
LLGLSLShader gGlowCombineFXAAProgram;
|
||||
LLGLSLShader gTwoTextureAddProgram;
|
||||
LLGLSLShader gTwoTextureCompareProgram;
|
||||
|
|
@ -762,6 +763,7 @@ void LLViewerShaderMgr::unloadShaders()
|
|||
gGlowCombineProgram.unload();
|
||||
gSplatTextureRectProgram.unload();
|
||||
gReflectionMipProgram.unload();
|
||||
gRadianceGenProgram.unload();
|
||||
gGlowCombineFXAAProgram.unload();
|
||||
gTwoTextureAddProgram.unload();
|
||||
gTwoTextureCompareProgram.unload();
|
||||
|
|
@ -3821,6 +3823,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
|
|||
}
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gRadianceGenProgram.mName = "Radiance Gen Shader";
|
||||
gRadianceGenProgram.mShaderFiles.clear();
|
||||
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
|
||||
success = gRadianceGenProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if( !success )
|
||||
{
|
||||
mShaderLevel[SHADER_INTERFACE] = 0;
|
||||
|
|
|
|||
|
|
@ -162,6 +162,7 @@ extern LLGLSLShader gCustomAlphaProgram;
|
|||
extern LLGLSLShader gGlowCombineProgram;
|
||||
extern LLGLSLShader gSplatTextureRectProgram;
|
||||
extern LLGLSLShader gReflectionMipProgram;
|
||||
extern LLGLSLShader gRadianceGenProgram;
|
||||
extern LLGLSLShader gGlowCombineFXAAProgram;
|
||||
extern LLGLSLShader gDebugProgram;
|
||||
extern LLGLSLShader gClipProgram;
|
||||
|
|
|
|||
Loading…
Reference in New Issue