Merge + propagated class 2 alphaF changes to class 1 alphaF.
commit
35cc62f24c
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@ -49,8 +49,11 @@ public:
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typedef enum
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{
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SHADER_COUNT = 16
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SHADER_COUNT = 16,
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ALPHA_SHADER_COUNT = 4
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} eShaderCount;
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static const U8 DEFAULT_SPECULAR_LIGHT_EXPONENT = ((U8)(0.2f * 255));
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static const LLColor4U DEFAULT_SPECULAR_LIGHT_COLOR;
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@ -35,8 +35,6 @@ out vec4 frag_color;
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect depthMap;
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#if INDEX_MODE != INDEXED
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uniform sampler2D diffuseMap;
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#endif
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@ -72,10 +70,6 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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uniform sampler2D bumpMap;
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uniform samplerCube environmentMap;
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uniform mat3 env_mat;
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uniform vec4 specular_color;
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@ -137,10 +131,6 @@ void main()
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#endif
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vec3 normal = vary_norm;
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normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
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normal = vec3(dot(normal.xyz, vary_rotation[0]),
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dot(normal.xyz, vary_rotation[1]),
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dot(normal.xyz, vary_rotation[2]));
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vec3 l = light_position[0].xyz;
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vec3 dlight = calcDirectionalLight(normal, l);
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@ -29,11 +29,362 @@
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#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
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#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
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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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#if HAS_SUN_SHADOW
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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}
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#endif
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uniform samplerCube environmentMap;
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uniform sampler2D lightFunc;
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// Inputs
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uniform vec4 morphFactor;
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uniform vec3 camPosLocal;
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//uniform vec4 camPosWorld;
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uniform vec4 gamma;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform mat3 env_mat;
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uniform mat3 ssao_effect_mat;
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uniform vec3 sun_dir;
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VARYING vec2 vary_fragcoord;
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VARYING vec3 vary_position;
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vec3 vary_PositionEye;
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vec3 vary_SunlitColor;
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vec3 vary_AmblitColor;
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vec3 vary_AdditiveColor;
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vec3 vary_AtmosAttenuation;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.7);
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return vec3(a,a,a);
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}
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = dot(lv,lv);
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float da = 1.0;
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vec3 col = vec3(0,0,0);
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d/la;
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float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(dot(n, lv), 0.0);
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float lit = max(da * dist_atten, 0.0);
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lit = pow(lit, 0.7);
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col = light_col*lit*diffuse;
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(n, h);
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float nv = dot(n, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += lit*scol*light_col.rgb*spec.rgb;
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//col += spec.rgb;
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}
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}
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}
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return max(col, vec3(0.0,0.0,0.0));
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec3 getPositionEye()
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{
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return vary_PositionEye;
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}
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vec3 getSunlitColor()
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{
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return vary_SunlitColor;
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}
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vec3 getAmblitColor()
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{
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return vary_AmblitColor;
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}
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vec3 getAdditiveColor()
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{
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return vary_AdditiveColor;
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}
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vec3 getAtmosAttenuation()
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{
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return vary_AtmosAttenuation;
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}
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void setPositionEye(vec3 v)
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{
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vary_PositionEye = v;
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}
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void setSunlitColor(vec3 v)
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{
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vary_SunlitColor = v;
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}
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void setAmblitColor(vec3 v)
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{
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vary_AmblitColor = v;
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}
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void setAdditiveColor(vec3 v)
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{
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vary_AdditiveColor = v;
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}
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void setAtmosAttenuation(vec3 v)
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{
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vary_AtmosAttenuation = v;
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}
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void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec4 temp1 = vec4(0);
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vec3 temp2 = vec3(0);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// main atmospheric scattering line integral
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temp2.z = Plen * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier);
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//final atmosphere attenuation factor
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setAtmosAttenuation(temp1.rgb);
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//compute haze glow
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//(can use temp2.x as temp because we haven't used it yet)
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temp2.x = dot(Pn, tmpLightnorm.xyz);
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temp2.x = 1. - temp2.x;
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//temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .03); //was glow.y
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//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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//higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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//glow.z should be negative, so we're doing a sort of (1 / "angle") function
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
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/* decrease value and saturation (that in HSV, not HSL) for occluded areas
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* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
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* // The following line of code performs the equivalent of:
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* float ambAlpha = tmpAmbient.a;
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* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
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* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
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* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
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*/
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tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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+ tmpAmbient)));
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//brightness of surface both sunlight and ambient
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setSunlitColor(vec3(sunlight * .5));
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setAmblitColor(vec3(tmpAmbient * .25));
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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}
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vec3 atmosLighting(vec3 light)
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{
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor();
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return (2.0 * light);
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}
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vec3 atmosTransport(vec3 light) {
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor() * 2.0;
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return light;
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}
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vec3 atmosGetDiffuseSunlightColor()
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{
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return getSunlitColor();
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}
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vec3 scaleDownLight(vec3 light)
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{
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return (light / scene_light_strength );
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}
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vec3 scaleUpLight(vec3 light)
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{
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return (light * scene_light_strength);
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}
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vec3 atmosAmbient(vec3 light)
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{
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return getAmblitColor() + light / 2.0;
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}
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vec3 atmosAffectDirectionalLight(float lightIntensity)
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{
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return getSunlitColor() * lightIntensity;
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}
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vec3 scaleSoftClip(vec3 light)
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{
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//soft clip effect:
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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#else
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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#define frag_data gl_FragData
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#endif
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#endif
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uniform sampler2D diffuseMap;
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@ -74,11 +425,11 @@ vec2 encode_normal(vec3 n)
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void main()
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{
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vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
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col.rgb *= vertex_color.rgb;
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vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
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diffcol.rgb *= vertex_color.rgb;
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#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
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if (col.a < minimum_alpha)
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if (diffcol.a < minimum_alpha)
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{
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discard;
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}
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@ -103,7 +454,7 @@ void main()
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vec3 tnorm = vary_normal;
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#endif
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vec4 final_color = col;
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vec4 final_color = diffcol;
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#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
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final_color.a = 0;
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@ -121,7 +472,186 @@ void main()
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final_specular.a = specular_color.a;
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#endif
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#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
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{
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//forward rendering, output just lit RGBA
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vec3 pos = vary_position;
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#if HAS_SUN_SHADOW
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float shadow = 0.0;
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vec4 spos = vec4(pos,1.0);
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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if (spos.z < near_split.z)
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{
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lpos = shadow_matrix[3]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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if (spos.z < near_split.y && spos.z > far_split.z)
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{
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lpos = shadow_matrix[2]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos)*w;
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weight += w;
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}
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if (spos.z < near_split.x && spos.z > far_split.y)
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{
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lpos = shadow_matrix[1]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
}
|
||||
else
|
||||
{
|
||||
shadow = 1.0;
|
||||
}
|
||||
#else
|
||||
float shadow = 1.0;
|
||||
#endif
|
||||
|
||||
vec4 diffuse = final_color;
|
||||
vec3 norm = normalize(tnorm);
|
||||
vec4 spec = final_specular;
|
||||
float envIntensity = final_normal.z;
|
||||
|
||||
vec3 col;
|
||||
float bloom = 0.0;
|
||||
{
|
||||
calcAtmospherics(pos.xyz, 1.0);
|
||||
|
||||
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
|
||||
|
||||
da = pow(da, 0.7);
|
||||
|
||||
col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, shadow), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
{
|
||||
// the old infinite-sky shiny reflection
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, sun_dir.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
|
||||
|
||||
// add the two types of shiny together
|
||||
vec3 spec_contrib = dumbshiny * spec.rgb;
|
||||
bloom = dot(spec_contrib, spec_contrib) / 6;
|
||||
col += spec_contrib;
|
||||
|
||||
//add environmentmap
|
||||
vec3 env_vec = env_mat * refnormpersp;
|
||||
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
|
||||
max(envIntensity-diffuse.a*2.0, 0.0));
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
|
||||
//col = mix(col.rgb, diffuse.rgb, diffuse.a);
|
||||
}
|
||||
|
||||
vec3 light_col = vec3(0,0,0);
|
||||
|
||||
vec3 npos = normalize(-pos.xyz);
|
||||
|
||||
|
||||
/*vec3 calcPointLightOrSpotLight(
|
||||
vec3 light_col,
|
||||
vec3 npos,
|
||||
vec3 diffuse,
|
||||
vec4 spec,
|
||||
vec3 v,
|
||||
vec3 n,
|
||||
vec4 lp,
|
||||
vec3 ln,
|
||||
float la,
|
||||
float fa,
|
||||
float is_pointlight)
|
||||
|
||||
*/
|
||||
|
||||
/*
|
||||
#ifdef MAC_GEFORCE_HACK
|
||||
#define LIGHT_LOOP(i) \
|
||||
light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
|
||||
|
||||
LIGHT_LOOP(1)
|
||||
LIGHT_LOOP(2)
|
||||
LIGHT_LOOP(3)
|
||||
LIGHT_LOOP(4)
|
||||
LIGHT_LOOP(5)
|
||||
LIGHT_LOOP(6)
|
||||
LIGHT_LOOP(7)
|
||||
#else*/
|
||||
for (int i = 2; i < 8; i++)
|
||||
{
|
||||
light_col += calcPointLightOrSpotLight(
|
||||
light_diffuse[i].rgb,
|
||||
npos,
|
||||
diffuse.rgb,
|
||||
final_specular,
|
||||
pos.xyz,
|
||||
norm,
|
||||
light_position[i],
|
||||
light_direction[i],
|
||||
light_attenuation[i].x,
|
||||
light_attenuation[i].y,
|
||||
light_attenuation[i].z);
|
||||
}
|
||||
//#endif
|
||||
|
||||
col += light_col;
|
||||
frag_color.rgb = col;
|
||||
|
||||
}
|
||||
|
||||
|
||||
frag_color.a = diffcol.a*vertex_color.a;
|
||||
|
||||
#else
|
||||
frag_data[0] = final_color;
|
||||
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
|
||||
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -23,6 +23,11 @@
|
|||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#define DIFFUSE_ALPHA_MODE_IGNORE 0
|
||||
#define DIFFUSE_ALPHA_MODE_BLEND 1
|
||||
#define DIFFUSE_ALPHA_MODE_MASK 2
|
||||
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
|
||||
|
||||
#if HAS_SKIN
|
||||
uniform mat4 modelview_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
|
@ -32,8 +37,16 @@ uniform mat3 normal_matrix;
|
|||
uniform mat4 modelview_projection_matrix;
|
||||
#endif
|
||||
|
||||
uniform mat4 texture_matrix0;
|
||||
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
|
||||
#if !HAS_SKIN
|
||||
uniform mat4 modelview_matrix;
|
||||
#endif
|
||||
|
||||
VARYING vec3 vary_position;
|
||||
|
||||
#endif
|
||||
|
||||
uniform mat4 texture_matrix0;
|
||||
|
||||
ATTRIBUTE vec3 position;
|
||||
ATTRIBUTE vec4 diffuse_color;
|
||||
|
|
@ -71,6 +84,10 @@ void main()
|
|||
|
||||
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
|
||||
|
||||
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
|
||||
vary_position = pos;
|
||||
#endif
|
||||
|
||||
gl_Position = projection_matrix*vec4(pos,1.0);
|
||||
|
||||
#else
|
||||
|
|
@ -116,4 +133,10 @@ vary_normal = n;
|
|||
#endif //HAS_SKIN
|
||||
|
||||
vertex_color = diffuse_color;
|
||||
|
||||
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
|
||||
#if !HAS_SKIN
|
||||
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0;
|
|||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2DRect depthMap;
|
||||
|
||||
#if INDEX_MODE != INDEXED
|
||||
uniform sampler2D diffuseMap;
|
||||
|
|
@ -77,10 +76,6 @@ uniform vec3 light_direction[8];
|
|||
uniform vec3 light_attenuation[8];
|
||||
uniform vec3 light_diffuse[8];
|
||||
|
||||
uniform sampler2D bumpMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform mat3 env_mat;
|
||||
|
||||
uniform vec4 specular_color;
|
||||
|
||||
vec3 calcDirectionalLight(vec3 n, vec3 l)
|
||||
|
|
@ -210,7 +205,6 @@ void main()
|
|||
}
|
||||
|
||||
#if INDEX_MODE == INDEXED
|
||||
|
||||
vec4 diff = diffuseLookup(vary_texcoord0.xy);
|
||||
#else
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
|
@ -223,11 +217,7 @@ void main()
|
|||
#endif
|
||||
|
||||
vec3 normal = vary_norm;
|
||||
normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
|
||||
normal = vec3(dot(normal.xyz, vary_rotation[0]),
|
||||
dot(normal.xyz, vary_rotation[1]),
|
||||
dot(normal.xyz, vary_rotation[2]));
|
||||
|
||||
|
||||
vec3 l = light_position[0].xyz;
|
||||
vec3 dlight = calcDirectionalLight(normal, l);
|
||||
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
|
||||
|
|
|
|||
|
|
@ -441,6 +441,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
|
||||
LLRenderPass::applyModelMatrix(params);
|
||||
|
||||
LLMaterial* mat = NULL;
|
||||
|
||||
if (deferred_render && !LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
mat = params.mMaterial;
|
||||
}
|
||||
|
||||
if (params.mFullbright)
|
||||
{
|
||||
// Turn off lighting if it hasn't already been so.
|
||||
|
|
@ -473,10 +480,30 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
light_enabled = TRUE;
|
||||
}
|
||||
|
||||
// If we need shaders, and we're not ALREADY using the proper shader, then bind it
|
||||
// (this way we won't rebind shaders unnecessarily).
|
||||
if(use_shaders && (current_shader != target_shader))
|
||||
if (!params.mFullbright && deferred_render && mat)
|
||||
{
|
||||
U32 mask = mat->getShaderMask();
|
||||
|
||||
llassert(mask < LLMaterial::SHADER_COUNT);
|
||||
target_shader = &(gDeferredMaterialProgram[mask]);
|
||||
|
||||
if (current_shader != target_shader)
|
||||
{
|
||||
gPipeline.bindDeferredShader(*target_shader);
|
||||
}
|
||||
}
|
||||
else if (!params.mFullbright)
|
||||
{
|
||||
target_shader = simple_shader;
|
||||
}
|
||||
else
|
||||
{
|
||||
target_shader = fullbright_shader;
|
||||
}
|
||||
|
||||
if(use_shaders && (current_shader != target_shader))
|
||||
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
|
||||
// (this way we won't rebind shaders unnecessarily).
|
||||
llassert(target_shader != NULL);
|
||||
current_shader = target_shader;
|
||||
current_shader->bind();
|
||||
|
|
@ -487,7 +514,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
current_shader = NULL;
|
||||
}
|
||||
|
||||
if (params.mMaterial.notNull() && current_shader == simple_shader)
|
||||
if (mat && !params.mFullbright)
|
||||
{
|
||||
// I apologize in advance for not giving this its own shader.
|
||||
// We have a material. Supply the appropriate data here.
|
||||
|
|
@ -549,12 +576,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else
|
||||
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
|
||||
if (params.mTexture.notNull())
|
||||
{
|
||||
params.mTexture->addTextureStats(params.mVSize);
|
||||
gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
|
||||
if (use_shaders && mat)
|
||||
{
|
||||
current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture);
|
||||
}
|
||||
else
|
||||
{
|
||||
gGL.getTexUnit(0)->bind(params.mTexture, TRUE);
|
||||
}
|
||||
|
||||
if (params.mTextureMatrix)
|
||||
{
|
||||
tex_setup = true;
|
||||
|
|
|
|||
|
|
@ -230,7 +230,7 @@ void LLDrawPoolAvatar::renderDeferred(S32 pass)
|
|||
|
||||
S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
|
||||
{
|
||||
return 6;
|
||||
return 10;
|
||||
}
|
||||
|
||||
void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
|
||||
|
|
@ -254,6 +254,8 @@ void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
|
|||
break;
|
||||
case 5:
|
||||
beginRiggedGlow();
|
||||
default:
|
||||
beginDeferredRiggedMaterialAlpha(pass-6);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -274,21 +276,40 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()
|
|||
|
||||
void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
|
||||
{
|
||||
#if LL_DARWIN
|
||||
sVertexProgram = gGLManager.mIsMobileGF ? &gDeferredSkinnedAlphaProgramMac : &gDeferredSkinnedAlphaProgram;
|
||||
#else
|
||||
sVertexProgram = &gDeferredSkinnedAlphaProgram;
|
||||
#endif
|
||||
gPipeline.bindDeferredShader(*sVertexProgram);
|
||||
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
|
||||
gPipeline.enableLightsDynamic();
|
||||
}
|
||||
|
||||
void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
|
||||
{
|
||||
switch (pass)
|
||||
{
|
||||
case 0: pass = 1; break;
|
||||
case 1: pass = 5; break;
|
||||
case 2: pass = 9; break;
|
||||
default: pass = 13; break;
|
||||
}
|
||||
|
||||
pass += LLMaterial::SHADER_COUNT;
|
||||
|
||||
sVertexProgram = &gDeferredMaterialProgram[pass];
|
||||
|
||||
gPipeline.bindDeferredShader(*sVertexProgram);
|
||||
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
|
||||
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
|
||||
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
|
||||
gPipeline.enableLightsDynamic();
|
||||
}
|
||||
|
||||
void LLDrawPoolAvatar::endDeferredRiggedAlpha()
|
||||
{
|
||||
LLVertexBuffer::unbind();
|
||||
gPipeline.unbindDeferredShader(*sVertexProgram);
|
||||
sDiffuseChannel = 0;
|
||||
normal_channel = -1;
|
||||
specular_channel = -1;
|
||||
sVertexProgram = NULL;
|
||||
}
|
||||
|
||||
|
|
@ -314,6 +335,9 @@ void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
|
|||
case 5:
|
||||
endRiggedGlow();
|
||||
break;
|
||||
default:
|
||||
endDeferredRiggedAlpha();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -337,7 +361,11 @@ void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
|
|||
6, //rigged fullbright shiny
|
||||
7, //rigged alpha
|
||||
8, //rigged fullbright alpha
|
||||
9, //rigged glow
|
||||
9, //rigged material alpha 1
|
||||
10,//rigged material alpha 2
|
||||
11,//rigged material alpha 3
|
||||
12,//rigged material alpha 4
|
||||
13, //rigged glow
|
||||
};
|
||||
|
||||
pass = actual_pass[pass];
|
||||
|
|
@ -1019,6 +1047,13 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
|
|||
|
||||
void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
|
||||
{
|
||||
if (pass == 1 ||
|
||||
pass == 5 ||
|
||||
pass == 9 ||
|
||||
pass == 13)
|
||||
{ //skip alpha passes
|
||||
return;
|
||||
}
|
||||
sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
|
||||
sVertexProgram->bind();
|
||||
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
|
||||
|
|
@ -1028,6 +1063,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
|
|||
|
||||
void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
|
||||
{
|
||||
if (pass == 1 ||
|
||||
pass == 5 ||
|
||||
pass == 9 ||
|
||||
pass == 13)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LLVertexBuffer::unbind();
|
||||
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
|
||||
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
|
||||
|
|
@ -1215,11 +1258,21 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
|
|||
|
||||
if (is_deferred_render && pass >= 5 && pass <= 21)
|
||||
{
|
||||
renderDeferredRiggedMaterial(avatarp, pass-5);
|
||||
S32 p = pass-5;
|
||||
|
||||
if (p != 1 &&
|
||||
p != 5 &&
|
||||
p != 9 &&
|
||||
p != 13)
|
||||
{
|
||||
renderDeferredRiggedMaterial(avatarp, p);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (pass == 5)
|
||||
{
|
||||
renderRiggedShinySimple(avatarp);
|
||||
|
|
@ -1232,7 +1285,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
|
|||
return;
|
||||
}
|
||||
|
||||
if (pass >= 7 && pass < 9)
|
||||
if (pass >= 7 && pass < 13)
|
||||
{
|
||||
if (pass == 7)
|
||||
{
|
||||
|
|
@ -1245,9 +1298,24 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
|
|||
renderRiggedFullbrightAlpha(avatarp);
|
||||
return;
|
||||
}
|
||||
|
||||
S32 p = 0;
|
||||
switch (pass)
|
||||
{
|
||||
case 9: p = 1; break;
|
||||
case 10: p = 5; break;
|
||||
case 11: p = 9; break;
|
||||
case 12: p = 13; break;
|
||||
}
|
||||
|
||||
{
|
||||
LLGLEnable blend(GL_BLEND);
|
||||
renderDeferredRiggedMaterial(avatarp, p);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (pass == 9)
|
||||
if (pass == 13)
|
||||
{
|
||||
renderRiggedGlow(avatarp);
|
||||
|
||||
|
|
@ -1547,7 +1615,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
|
|||
|
||||
LLMaterial* mat = face->getTextureEntry()->getMaterialParams().get();
|
||||
|
||||
if (is_deferred_render && mat)
|
||||
if (mat)
|
||||
{
|
||||
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
|
||||
gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
|
||||
|
|
|
|||
|
|
@ -114,6 +114,7 @@ public:
|
|||
void beginRiggedGlow();
|
||||
void beginDeferredRiggedAlpha();
|
||||
void beginDeferredRiggedMaterial(S32 pass);
|
||||
void beginDeferredRiggedMaterialAlpha(S32 pass);
|
||||
|
||||
void endRiggedSimple();
|
||||
void endRiggedFullbright();
|
||||
|
|
@ -124,6 +125,7 @@ public:
|
|||
void endRiggedGlow();
|
||||
void endDeferredRiggedAlpha();
|
||||
void endDeferredRiggedMaterial(S32 pass);
|
||||
void endDeferredRiggedMaterialAlpha(S32 pass);
|
||||
|
||||
void beginDeferredRiggedSimple();
|
||||
void beginDeferredRiggedBump();
|
||||
|
|
@ -149,7 +151,7 @@ public:
|
|||
void renderDeferredRiggedSimple(LLVOAvatar* avatar);
|
||||
void renderDeferredRiggedBump(LLVOAvatar* avatar);
|
||||
void renderDeferredRiggedMaterial(LLVOAvatar* avatar, S32 pass);
|
||||
|
||||
|
||||
typedef enum
|
||||
{
|
||||
RIGGED_MATERIAL=0,
|
||||
|
|
|
|||
|
|
@ -175,9 +175,6 @@ LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
|
|||
LLGLSLShader gDeferredSkinnedDiffuseProgram;
|
||||
LLGLSLShader gDeferredSkinnedBumpProgram;
|
||||
LLGLSLShader gDeferredSkinnedAlphaProgram;
|
||||
#if LL_DARWIN
|
||||
LLGLSLShader gDeferredSkinnedAlphaProgramMac;
|
||||
#endif
|
||||
LLGLSLShader gDeferredBumpProgram;
|
||||
LLGLSLShader gDeferredTerrainProgram;
|
||||
LLGLSLShader gDeferredTreeProgram;
|
||||
|
|
@ -277,11 +274,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gUnderWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSunProgram);
|
||||
mShaderList.push_back(&gDeferredSoftenProgram);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[1]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[5]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[9]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[13]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
|
||||
mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);
|
||||
mShaderList.push_back(&gDeferredAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
|
||||
#if LL_DARWIN
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
|
||||
#endif
|
||||
mShaderList.push_back(&gDeferredFullbrightProgram);
|
||||
mShaderList.push_back(&gDeferredEmissiveProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarEyesProgram);
|
||||
|
|
@ -789,6 +791,9 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
|
|||
// Load basic dependency shaders first
|
||||
// All of these have to load for any shaders to function
|
||||
|
||||
#if LL_DARWIN // Mac can't currently handle all 8 lights,
|
||||
S32 sum_lights_class = 2;
|
||||
#else
|
||||
S32 sum_lights_class = 3;
|
||||
|
||||
// class one cards will get the lower sum lights
|
||||
|
|
@ -799,21 +804,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
|
|||
{
|
||||
sum_lights_class = 2;
|
||||
}
|
||||
#endif
|
||||
|
||||
// If we have sun and moon only checked, then only sum those lights.
|
||||
if (gPipeline.getLightingDetail() == 0)
|
||||
{
|
||||
sum_lights_class = 1;
|
||||
}
|
||||
|
||||
#if LL_DARWIN
|
||||
// Work around driver crashes on older Macs when using deferred rendering
|
||||
// NORSPEC-59
|
||||
//
|
||||
if (gGLManager.mIsMobileGF)
|
||||
sum_lights_class = 3;
|
||||
#endif
|
||||
|
||||
|
||||
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
|
||||
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
|
||||
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
|
||||
|
|
@ -1088,9 +1086,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedDiffuseProgram.unload();
|
||||
gDeferredSkinnedBumpProgram.unload();
|
||||
gDeferredSkinnedAlphaProgram.unload();
|
||||
#if LL_DARWIN
|
||||
gDeferredSkinnedAlphaProgramMac.unload();
|
||||
#endif
|
||||
gDeferredBumpProgram.unload();
|
||||
gDeferredImpostorProgram.unload();
|
||||
gDeferredTerrainProgram.unload();
|
||||
|
|
@ -1224,8 +1219,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
|
||||
|
||||
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
// Hack to include uniforms for lighting without linking in lighting file
|
||||
|
|
@ -1233,36 +1226,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
|
||||
}
|
||||
|
||||
#if LL_DARWIN
|
||||
if (success)
|
||||
{
|
||||
gDeferredSkinnedAlphaProgramMac.mName = "Deferred Skinned Alpha Shader";
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.atmosphericHelpers = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.hasObjectSkinning = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.hasGamma = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.hasAtmospherics = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = false;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = false;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear();
|
||||
gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredSkinnedAlphaProgramMac.addPermutation("INDEX_MODE", "2");
|
||||
gDeferredSkinnedAlphaProgramMac.addPermutation("HAS_SKIN", "1");
|
||||
gDeferredSkinnedAlphaProgramMac.addPermutation("IS_AVATAR_SKIN", "0");
|
||||
gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1");
|
||||
|
||||
success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL);
|
||||
|
||||
// Hack to include uniforms for lighting without linking in lighting file
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = true;
|
||||
gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredBumpProgram.mName = "Deferred Bump Shader";
|
||||
|
|
@ -1273,6 +1236,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
success = gDeferredBumpProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
|
||||
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
|
||||
{
|
||||
|
|
@ -1289,7 +1260,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
|
||||
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
|
||||
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
|
||||
|
||||
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
|
||||
bool has_skin = i & 0x10;
|
||||
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
|
||||
if (has_skin)
|
||||
|
|
@ -1301,6 +1272,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
}
|
||||
|
||||
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
|
|
@ -1435,7 +1416,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
|
||||
gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0");
|
||||
gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
|
||||
gDeferredAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
|
||||
success = gDeferredAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
// Hack
|
||||
|
|
@ -1609,7 +1589,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3");
|
||||
gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0");
|
||||
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
|
||||
gDeferredAvatarAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
|
||||
|
||||
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue