Add Firestorm tags & stuff

meow-7.2.2
Ansariel 2017-01-18 11:13:08 +01:00
parent 17baf01fe0
commit 5aa14b9a4d
6 changed files with 72 additions and 1 deletions

View File

@ -452,6 +452,11 @@ vec3 fullbrightScaleSoftClip(vec3 light)
void main()
{
// <FS> Fix impostors failing to render with alpha correctly
//vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
//frag *= screen_res;
// </FS>
vec4 pos = vec4(vary_position, 1.0);
float shadow = 1.0;
@ -528,14 +533,24 @@ void main()
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
// <FS> Fix impostors failing to render with alpha correctly
//#ifdef FOR_IMPOSTOR
// vec4 color;
// color.rgb = diff.rgb;
// color.a = 1.0;
// </FS>
#ifdef USE_VERTEX_COLOR
float final_alpha = diff.a * vertex_color.a;
diff.rgb *= vertex_color.rgb;
#else
float final_alpha = diff.a;
#endif
// <FS> Fix impostors failing to render with alpha correctly
#ifdef FOR_IMPOSTOR
vec4 color = vec4(diff.rgb,final_alpha);
// </FS>
// Insure we don't pollute depth with invis pixels in impostor rendering
//
@ -545,6 +560,15 @@ void main()
}
#else
// <FS> Fix impostors failing to render with alpha correctly
//#ifdef USE_VERTEX_COLOR
// float final_alpha = diff.a * vertex_color.a;
// diff.rgb *= vertex_color.rgb;
//#else
// float final_alpha = diff.a;
//#endif
// </FS>
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);

View File

@ -37,12 +37,14 @@ ATTRIBUTE vec4 weight;
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
// <FS> Fix avatar cloth failing to work in deferred
uniform vec4 gWindDir;
uniform vec4 gSinWaveParams;
uniform vec4 gGravity;
const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
// </FS>
void main()
{
@ -53,12 +55,19 @@ void main()
vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
// <FS> Fix avatar cloth failing to work in deferred
//pos.x = dot(trans[0], pos_in);
//pos.y = dot(trans[1], pos_in);
//pos.z = dot(trans[2], pos_in);
//pos.w = 1.0;
// </FS>
norm.x = dot(trans[0].xyz, normal);
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
// <FS> Fix avatar cloth failing to work in deferred
#if AVATAR_CLOTH
//wind
vec4 windEffect;
@ -124,6 +133,7 @@ void main()
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
#endif
// </FS>
vary_normal = norm;

View File

@ -40,8 +40,10 @@ VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
// <FS> Fix fullbright fog failing
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
// </FS>
vec3 srgb_to_linear(vec3 cs)
{
@ -80,6 +82,19 @@ vec3 linear_to_srgb(vec3 cl)
}
// <FS> Fix fullbright fog failing
//vec3 fullbrightAtmosTransportDeferred(vec3 light)
//{
// return light;
//}
//vec3 fullbrightScaleSoftClipDeferred(vec3 light)
//{
// //soft clip effect:
// return light;
//}
// </FS>
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
@ -148,16 +163,32 @@ void main()
#endif
color.rgb *= vertex_color.rgb;
// <FS> Fix fullbright fog failing
//color.rgb = srgb_to_linear(color.rgb);
//color.rgb = fullbrightAtmosTransportDeferred(color.rgb);
//color.rgb = fullbrightScaleSoftClipDeferred(color.rgb);
//color.rgb = linear_to_srgb(color.rgb);
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
// </FS>
#ifdef WATER_FOG
vec3 pos = vary_position;
// <FS> Fix fullbright fog failing
//vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
//color.rgb = fogged.rgb;
//color.a = fogged.a;
color = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
// </FS>
#else
color.a = final_alpha;
#endif
// <FS> Fix fullbright fog failing
//frag_color.rgb = color.rgb;
//frag_color.a = color.a;
frag_color = color;
// </FS>
}

View File

@ -151,7 +151,10 @@ void main()
vec4 fb = texture2D(screenTex, distort);
// <FS> Fix gamma in underwater
//frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse
frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
// </FS>
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
}

View File

@ -197,7 +197,10 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
// <FS> Fix weird water glow on edge of land due to broken alpha value
//frag_data[0] = vec4(color.rgb, color); // diffuse
frag_data[0] = vec4(color.rgb, color.a); // diffuse
// </FS>
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
}

View File

@ -1882,7 +1882,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.addPermutation("AVATAR_CLOTH", (mVertexShaderLevel[SHADER_AVATAR] == 3) ? "1" : "0");
gDeferredAvatarProgram.addPermutation("AVATAR_CLOTH", (mVertexShaderLevel[SHADER_AVATAR] == 3) ? "1" : "0"); // <FS> Fix avatar cloth failing to work in deferred
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarProgram.createShader(NULL, NULL);
}