Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
commit
9e1759423c
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@ -39,13 +39,15 @@ VARYING vec2 vary_texcoord0;
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void default_lighting()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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@ -41,13 +41,15 @@ VARYING vec2 vary_texcoord0;
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void default_lighting()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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@ -40,12 +40,15 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = pow(color.rgb, vec3(texture_gamma));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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@ -42,12 +42,15 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = pow(color.rgb, vec3(texture_gamma));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting_water()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -39,7 +39,9 @@ VARYING vec2 vary_texcoord0;
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void default_lighting_water()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
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void default_lighting_water()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -94,7 +94,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
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if (pass == 0)
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{
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simple_shader = &gDeferredAlphaProgram;
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fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightProgram;
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//prime simple shader (loads shadow relevant uniforms)
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gPipeline.bindDeferredShader(*simple_shader);
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@ -144,14 +144,14 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
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simple_shader = &gObjectSimpleWaterProgram;
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fullbright_shader = &gObjectFullbrightWaterProgram;
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emissive_shader = &gObjectEmissiveWaterProgram;
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}
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else
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{
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simple_shader = &gObjectSimpleAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
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simple_shader = &gObjectSimpleProgram;
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fullbright_shader = &gObjectFullbrightProgram;
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emissive_shader = &gObjectEmissiveProgram;
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}
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@ -1095,6 +1095,8 @@ void render_hud_attachments()
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
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gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
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