From 5aa14b9a4d5d77cfdbabf38d2578a5bf05bf2f2b Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 18 Jan 2017 11:13:08 +0100 Subject: [PATCH] Add Firestorm tags & stuff --- .../shaders/class1/deferred/alphaF.glsl | 24 ++++++++++++++ .../shaders/class1/deferred/avatarV.glsl | 10 ++++++ .../shaders/class1/deferred/fullbrightF.glsl | 31 +++++++++++++++++++ .../shaders/class1/deferred/underWaterF.glsl | 3 ++ .../shaders/class1/deferred/waterF.glsl | 3 ++ indra/newview/llviewershadermgr.cpp | 2 +- 6 files changed, 72 insertions(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 0a34907fe6..cea9fa4150 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -452,6 +452,11 @@ vec3 fullbrightScaleSoftClip(vec3 light) void main() { + // Fix impostors failing to render with alpha correctly + //vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + //frag *= screen_res; + // + 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 + +// Fix impostors failing to render with alpha correctly +//#ifdef FOR_IMPOSTOR +// vec4 color; +// color.rgb = diff.rgb; +// color.a = 1.0; +// + #ifdef USE_VERTEX_COLOR float final_alpha = diff.a * vertex_color.a; diff.rgb *= vertex_color.rgb; #else float final_alpha = diff.a; #endif +// Fix impostors failing to render with alpha correctly #ifdef FOR_IMPOSTOR vec4 color = vec4(diff.rgb,final_alpha); +// // Insure we don't pollute depth with invis pixels in impostor rendering // @@ -545,6 +560,15 @@ void main() } #else +// 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 +// + vec4 gamma_diff = diff; diff.rgb = srgb_to_linear(diff.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index b1f6d6a176..d3b1c87084 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -37,12 +37,14 @@ ATTRIBUTE vec4 weight; VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; +// 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} +// void main() { @@ -53,12 +55,19 @@ void main() vec4 pos_in = vec4(position.xyz, 1.0); mat4 trans = getSkinnedTransform(); + // 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; + // norm.x = dot(trans[0].xyz, normal); norm.y = dot(trans[1].xyz, normal); norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); +// 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 +// vary_normal = norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index ad7c2a9e88..9fe89bdf31 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -40,8 +40,10 @@ VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +// Fix fullbright fog failing vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +// vec3 srgb_to_linear(vec3 cs) { @@ -80,6 +82,19 @@ vec3 linear_to_srgb(vec3 cl) } +// Fix fullbright fog failing +//vec3 fullbrightAtmosTransportDeferred(vec3 light) +//{ +// return light; +//} + +//vec3 fullbrightScaleSoftClipDeferred(vec3 light) +//{ +// //soft clip effect: +// return light; +//} +// + #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif @@ -148,16 +163,32 @@ void main() #endif color.rgb *= vertex_color.rgb; + // 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); + // #ifdef WATER_FOG vec3 pos = vary_position; + // 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)); + // #else color.a = final_alpha; #endif + // Fix fullbright fog failing + //frag_color.rgb = color.rgb; + //frag_color.a = color.a; frag_color = color; + // } diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 77edb136b4..4362414e14 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -151,7 +151,10 @@ void main() vec4 fb = texture2D(screenTex, distort); + // 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 + // 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 } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 782d8116cc..c6475b10cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -197,7 +197,10 @@ void main() vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + // 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 + // 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 } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index eb3d9f0e08..789f5dc8ec 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -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"); // Fix avatar cloth failing to work in deferred gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarProgram.createShader(NULL, NULL); }