Merge branch 'DRTVWR-497' of https://bitbucket.org/lindenlab/viewer
commit
3d37c73654
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@ -993,38 +993,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
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return FALSE;
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}
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if( !mHasExplicitFormat )
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{
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switch (mComponents)
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{
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case 1:
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// Use luminance alpha (for fonts)
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mFormatInternal = GL_LUMINANCE8;
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mFormatPrimary = GL_LUMINANCE;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 2:
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// Use luminance alpha (for fonts)
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mFormatInternal = GL_LUMINANCE8_ALPHA8;
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mFormatPrimary = GL_LUMINANCE_ALPHA;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 3:
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mFormatInternal = GL_RGB8;
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mFormatPrimary = GL_RGB;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 4:
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mFormatInternal = GL_RGBA8;
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mFormatPrimary = GL_RGBA;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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default:
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LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL;
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}
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}
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if (!mHasExplicitFormat)
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{
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switch (mComponents)
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{
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case 1:
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// Use luminance alpha (for fonts)
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mFormatInternal = GL_LUMINANCE8;
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mFormatPrimary = GL_LUMINANCE;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 2:
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// Use luminance alpha (for fonts)
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mFormatInternal = GL_LUMINANCE8_ALPHA8;
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mFormatPrimary = GL_LUMINANCE_ALPHA;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 3:
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#if USE_SRGB_DECODE
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if (gGLManager.mHasTexturesRGBDecode)
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{
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mFormatInternal = GL_SRGB8;
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}
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else
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#endif
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{
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mFormatInternal = GL_RGB8;
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}
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mFormatPrimary = GL_RGB;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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case 4:
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#if USE_SRGB_DECODE
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if (gGLManager.mHasTexturesRGBDecode)
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{
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mFormatInternal = GL_SRGB8_ALPHA8;
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}
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else
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#endif
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{
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mFormatInternal = GL_RGBA8;
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}
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mFormatPrimary = GL_RGBA;
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mFormatType = GL_UNSIGNED_BYTE;
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break;
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default:
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LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL;
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}
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}
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mCurrentDiscardLevel = discard_level;
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mCurrentDiscardLevel = discard_level;
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mDiscardLevelInAtlas = discard_level;
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mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ;
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mLastBindTime = sLastFrameTime;
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@ -852,26 +852,32 @@ void LLTexUnit::debugTextureUnit(void)
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}
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}
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void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
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void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
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{
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mTexColorSpace = space;
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#if USE_SRGB_DECODE
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if (gGLManager.mHasTexturesRGBDecode) {
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if (space == TCS_SRGB) {
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if (gGLManager.mHasTexturesRGBDecode)
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{
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if (space == TCS_SRGB)
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{
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glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
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}
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else {
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else
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{
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glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
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}
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if (gDebugGL) {
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if (gDebugGL)
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{
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assert_glerror();
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}
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}
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else
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#endif
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glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
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{
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glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
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}
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}
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LLLightState::LLLightState(S32 index)
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@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const
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return mTex.size();
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}
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void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
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{
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gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
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gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
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bool isSRGB = false;
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llassert(mInternalFormat.size() > index);
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switch (mInternalFormat[index])
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{
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case GL_SRGB_ALPHA:
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case GL_SRGB:
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case GL_SRGB8:
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case GL_SRGB_ALPHA:
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case GL_SRGB8_ALPHA8:
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isSRGB = true;
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break;
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break;
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default:
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break;
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break;
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}
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gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);
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@ -70,15 +70,18 @@ uniform float cloud_scale;
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// NOTE: Keep these in sync!
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// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
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// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
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// indra\newview\lllegacyatmospherics.cpp
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// indra\newview\llsettingsvo.cpp
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void main()
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{
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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// Texture coords
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vary_texcoord0 = texcoord0;
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// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
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vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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vary_texcoord0.xy += 0.5;
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@ -1,24 +1,24 @@
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/**
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* @file multiPointLightF.glsl
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/**
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* @file class1/deferred/multiPointLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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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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*
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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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*
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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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*
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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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@ -36,119 +36,112 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform vec3 env_mat[3];
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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uniform int light_count;
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uniform vec4 light[LIGHT_COUNT];
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uniform vec4 light_col[LIGHT_COUNT];
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uniform int light_count;
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uniform vec4 light[LIGHT_COUNT];
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uniform vec4 light_col[LIGHT_COUNT];
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uniform vec2 screen_res;
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uniform float far_z;
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uniform mat4 inv_proj;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform float far_z;
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uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen);
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vec3 getNorm(vec2 pos_screen);
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vec3 srgb_to_linear(vec3 c);
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void main()
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void main()
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{
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vec3 out_col = vec3(0,0,0);
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#if defined(LOCAL_LIGHT_KILL)
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discard;
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#else
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vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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if (pos.z < far_z)
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{
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discard;
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}
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vec3 norm = getNorm(frag.xy);
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vec4 spec = texture2DRect(specularRect, frag.xy);
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vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
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diff.rgb = srgb_to_linear(diff.rgb);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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vec3 npos = normalize(-pos);
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// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
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for (int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec3 lv = light[i].xyz-pos;
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float dist = length(lv);
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dist /= light[i].w;
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if (dist <= 1.0)
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{
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float da = dot(norm, lv);
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if (da > 0.0)
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{
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lv = normalize(lv);
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da = dot(norm, lv);
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float fa = light_col[i].a+1.0;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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// Tweak falloff slightly to match pre-EEP attenuation
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// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
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dist_atten *= 2.0;
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dist_atten *= noise;
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float lit = da * dist_atten;
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vec3 col = light_col[i].rgb*lit*diff;
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//vec3 col = vec3(dist2, light_col[i].a, lit);
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if (spec.a > 0.0)
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{
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lit = min(da*6.0, 1.0) * dist_atten;
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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(norm, h);
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float nv = dot(norm, 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[i].rgb*spec.rgb;
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//col += spec.rgb;
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}
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}
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out_col += col;
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}
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}
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}
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discard; // Bail immediately
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#endif
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frag_color.rgb = out_col;
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frag_color.a = 0.0;
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vec3 out_col = vec3(0, 0, 0);
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vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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if (pos.z < far_z)
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{
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discard;
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}
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vec3 norm = getNorm(frag.xy);
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vec4 spec = texture2DRect(specularRect, frag.xy);
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spec.rgb = srgb_to_linear(spec.rgb);
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vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
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diff.rgb = srgb_to_linear(diff.rgb);
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float noise = texture2D(noiseMap, frag.xy / 128.0).b;
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vec3 npos = normalize(-pos);
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// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
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for (int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec3 lv = light[i].xyz - pos;
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float dist = length(lv);
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dist /= light[i].w;
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if (dist <= 1.0)
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{
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float da = dot(norm, lv);
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if (da > 0.0)
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{
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lv = normalize(lv);
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da = dot(norm, lv);
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float fa = light_col[i].a + 1.0;
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float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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// Tweak falloff slightly to match pre-EEP attenuation
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// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
|
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dist_atten *= 2.0;
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dist_atten *= noise;
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float lit = da * dist_atten;
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vec3 col = light_col[i].rgb * lit * diff;
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if (spec.a > 0.0)
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{
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lit = min(da * 6.0, 1.0) * dist_atten;
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vec3 h = normalize(lv + npos);
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float nh = dot(norm, h);
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float nv = dot(norm, 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[i].rgb * spec.rgb;
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}
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}
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out_col += col;
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}
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}
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}
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frag_color.rgb = out_col;
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frag_color.a = 0.0;
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#ifdef IS_AMD_CARD
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// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
|
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vec4 dummy1 = light[0];
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vec4 dummy2 = light_col[0];
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vec4 dummy3 = light[LIGHT_COUNT-1];
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vec4 dummy4 = light_col[LIGHT_COUNT-1];
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// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
|
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// awawy which leads to unfun crashes and artifacts.
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vec4 dummy1 = light[0];
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vec4 dummy2 = light_col[0];
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vec4 dummy3 = light[LIGHT_COUNT - 1];
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vec4 dummy4 = light_col[LIGHT_COUNT - 1];
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#endif
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}
|
||||
|
|
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@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0;
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|||
VARYING vec4 vary_CloudColorSun;
|
||||
VARYING vec4 vary_CloudColorAmbient;
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VARYING float vary_CloudDensity;
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VARYING vec2 vary_texcoord0;
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||||
VARYING vec2 vary_texcoord1;
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||||
VARYING vec2 vary_texcoord2;
|
||||
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@ -66,13 +67,31 @@ uniform vec4 cloud_color;
|
|||
|
||||
uniform float cloud_scale;
|
||||
|
||||
// NOTE: Keep these in sync!
|
||||
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
|
||||
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
|
||||
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
|
||||
// indra\newview\lllegacyatmospherics.cpp
|
||||
// indra\newview\llsettingsvo.cpp
|
||||
void main()
|
||||
{
|
||||
|
||||
// World / view / projection
|
||||
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
|
||||
|
||||
vary_texcoord0 = texcoord0;
|
||||
// Texture coords
|
||||
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
|
||||
vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
|
||||
|
||||
vary_texcoord0.xy -= 0.5;
|
||||
vary_texcoord0.xy /= cloud_scale;
|
||||
vary_texcoord0.xy += 0.5;
|
||||
|
||||
vary_texcoord1 = vary_texcoord0;
|
||||
vary_texcoord1.x += lightnorm.x * 0.0125;
|
||||
vary_texcoord1.y += lightnorm.z * 0.0125;
|
||||
|
||||
vary_texcoord2 = vary_texcoord0 * 16.;
|
||||
vary_texcoord3 = vary_texcoord1 * 16.;
|
||||
|
||||
// Get relative position
|
||||
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
|
|
@ -175,19 +194,6 @@ void main()
|
|||
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
|
||||
|
||||
|
||||
// Texture coords
|
||||
vary_texcoord0 = texcoord0;
|
||||
vary_texcoord0.xy -= 0.5;
|
||||
vary_texcoord0.xy /= cloud_scale;
|
||||
vary_texcoord0.xy += 0.5;
|
||||
|
||||
vary_texcoord1 = vary_texcoord0;
|
||||
vary_texcoord1.x += lightnorm.x * 0.0125;
|
||||
vary_texcoord1.y += lightnorm.z * 0.0125;
|
||||
|
||||
vary_texcoord2 = vary_texcoord0 * 16.;
|
||||
vary_texcoord3 = vary_texcoord1 * 16.;
|
||||
|
||||
// Combine these to minimize register use
|
||||
vary_CloudColorAmbient += oHazeColorBelowCloud;
|
||||
|
||||
|
|
|
|||
|
|
@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
|
|||
{
|
||||
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
|
||||
|
||||
// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
|
||||
LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
|
||||
vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
|
||||
LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
|
||||
|
||||
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
|
||||
// Keep in Sync!
|
||||
// * indra\newview\llsettingsvo.cpp
|
||||
// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
|
||||
// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
|
||||
cloud_scroll[0] = -cloud_scroll[0];
|
||||
vect_c_p_d1 += cloud_scroll;
|
||||
shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
|
||||
|
||||
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
|
||||
|
|
|
|||
|
|
@ -55,7 +55,6 @@
|
|||
#include "llviewerregion.h"
|
||||
#include "llvoavatar.h"
|
||||
#include "llvoavatarself.h"
|
||||
#include "llviewerwindow.h" // *TODO: remove, only used for width/height
|
||||
#include "llworld.h"
|
||||
#include "llfeaturemanager.h"
|
||||
#include "llviewernetwork.h"
|
||||
|
|
@ -588,21 +587,38 @@ void send_stats()
|
|||
// If the current revision is recent, ping the previous author before overriding
|
||||
LLSD &misc = body["stats"]["misc"];
|
||||
|
||||
// Screen size so the UI team can figure out how big the widgets
|
||||
// appear and use a "typical" size for end user tests.
|
||||
#ifdef LL_WINDOWS
|
||||
// Probe for Vulkan capability (Dave Houlton 05/2020)
|
||||
//
|
||||
// Check for presense of a Vulkan loader dll, as a proxy for a Vulkan-capable gpu.
|
||||
// False-positives and false-negatives are possible, but unlikely. We'll get a good
|
||||
// approximation of Vulkan capability within current user systems from this. More
|
||||
// detailed information on versions and extensions can come later.
|
||||
static bool vulkan_oneshot = false;
|
||||
static bool vulkan_detected = false;
|
||||
|
||||
S32 window_width = gViewerWindow->getWindowWidthRaw();
|
||||
S32 window_height = gViewerWindow->getWindowHeightRaw();
|
||||
S32 window_size = (window_width * window_height) / 1024;
|
||||
misc["string_1"] = llformat("%d", window_size);
|
||||
misc["string_2"] = llformat("Texture Time: %.2f, Total Time: %.2f", gTextureTimer.getElapsedTimeF32(), gFrameTimeSeconds.value());
|
||||
if (!vulkan_oneshot)
|
||||
{
|
||||
HMODULE vulkan_loader = LoadLibraryExA("vulkan-1.dll", NULL, LOAD_LIBRARY_AS_DATAFILE);
|
||||
if (NULL != vulkan_loader)
|
||||
{
|
||||
vulkan_detected = true;
|
||||
FreeLibrary(vulkan_loader);
|
||||
}
|
||||
vulkan_oneshot = true;
|
||||
}
|
||||
|
||||
F32 unbaked_time = LLVOAvatar::sUnbakedTime * 1000.f / gFrameTimeSeconds;
|
||||
misc["int_1"] = LLSD::Integer(unbaked_time); // Steve: 1.22
|
||||
F32 grey_time = LLVOAvatar::sGreyTime * 1000.f / gFrameTimeSeconds;
|
||||
misc["int_2"] = LLSD::Integer(grey_time); // Steve: 1.22
|
||||
misc["string_1"] = vulkan_detected ? llformat("Vulkan driver is detected") : llformat("No Vulkan driver detected");
|
||||
|
||||
LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL;
|
||||
#else
|
||||
misc["string_1"] = llformat("Unused");
|
||||
#endif // LL_WINDOWS
|
||||
|
||||
misc["string_2"] = llformat("Unused");
|
||||
misc["int_1"] = LLSD::Integer(0);
|
||||
misc["int_2"] = LLSD::Integer(0);
|
||||
|
||||
LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL;
|
||||
LL_INFOS() << "Misc Stats: string_1: " << misc["string_1"] << " string_2: " << misc["string_2"] << LL_ENDL;
|
||||
|
||||
body["DisplayNamesEnabled"] = gSavedSettings.getBOOL("UseDisplayNames");
|
||||
|
|
|
|||
|
|
@ -11111,7 +11111,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
|
|||
|
||||
if (visually_muted || too_complex)
|
||||
{
|
||||
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
|
||||
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR,
|
||||
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
||||
END_RENDER_TYPES);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue