SL-11503 take two

Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
meow-7.2.2
Graham Linden 2019-06-27 15:15:09 -07:00
parent 774d91b20b
commit 4b8ec2f11f
2 changed files with 97 additions and 1 deletions

View File

@ -0,0 +1,88 @@
/**
* @file class1\environment\terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
uniform vec4 object_plane_t;
uniform vec4 object_plane_s;
ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
ATTRIBUTE vec4 diffuse_color;
VARYING vec4 vertex_color;
VARYING vec4 vary_texcoord0;
VARYING vec4 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
tcoord.z = tc.z;
tcoord.w = tc.w;
tcoord = mat * tcoord;
return tcoord;
}
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1.0));
#if defined(ALM)
color.rgb *= 0.5f;
#endif
vertex_color.rgb = color.rgb;
// Transform and pass tex coords
vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
vec4 t = vec4(texcoord1,0,1);
vary_texcoord0.zw = t.xy;
vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}

View File

@ -1168,10 +1168,18 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainWaterProgram.mFeatures.disableTextureIndex = true;
gTerrainWaterProgram.mShaderFiles.clear();
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gTerrainWaterProgram.clearPermutations();
if (LLPipeline::RenderDeferred)
{
gTerrainWaterProgram.addPermutation("ALM", "1");
}
terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
llassert(terrainWaterSuccess);
}