Merge branch 'DRTVWR-596' of https://github.com/secondlife/viewer
# Conflicts: # indra/llwindow/llwindowwin32.cpp # indra/newview/llappviewerwin32.cpp # indra/newview/skins/default/xui/en/notifications.xmlmaster
commit
a666e640c8
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@ -41,7 +41,6 @@ public:
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bool hasLighting = false; // implies no transport (it's possible to have neither though)
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bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
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bool isSpecular = false;
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bool hasWaterFog = false; // implies no gamma
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bool hasTransport = false; // implies no lighting (it's possible to have neither though)
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bool hasSkinning = false;
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bool hasObjectSkinning = false;
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@ -81,14 +81,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (features->calculatesAtmospherics)
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{
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if (features->hasWaterFog)
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{
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if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
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{
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return FALSE;
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}
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}
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else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
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if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
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{
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return FALSE;
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}
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@ -201,14 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred)
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{
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if (features->hasWaterFog)
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{
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if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
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{
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return FALSE;
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}
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}
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else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
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if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
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{
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return FALSE;
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}
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@ -292,7 +278,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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}
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (features->hasWaterFog)
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if (features->hasAtmospherics)
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{
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if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
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{
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@ -302,82 +288,40 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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if (features->hasLighting)
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{
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if (features->hasWaterFog)
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if (features->disableTextureIndex)
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{
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if (features->disableTextureIndex)
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if (features->hasAlphaMask)
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{
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if (features->hasAlphaMask)
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
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{
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if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
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{
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return FALSE;
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}
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
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{
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return FALSE;
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}
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return FALSE;
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}
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}
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else
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else
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{
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if (features->hasAlphaMask)
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if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
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{
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if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
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{
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return FALSE;
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}
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return FALSE;
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
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{
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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else
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else
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{
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if (features->disableTextureIndex)
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if (features->hasAlphaMask)
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{
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if (features->hasAlphaMask)
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
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{
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
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{
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return FALSE;
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}
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
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{
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return FALSE;
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}
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return FALSE;
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}
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}
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else
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else
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{
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if (features->hasAlphaMask)
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if (!shader->attachFragmentObject("lighting/lightF.glsl"))
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{
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
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{
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return FALSE;
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}
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return FALSE;
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightF.glsl"))
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{
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@ -1937,31 +1937,16 @@ void LLWindowWin32::destroySharedContext(void* contextPtr)
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void LLWindowWin32::toggleVSync(bool enable_vsync)
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{
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// <FS:Ansariel> Fix null pointer guard
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//if (!enable_vsync && wglSwapIntervalEXT)
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//{
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// LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
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// wglSwapIntervalEXT(0);
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//}
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//else
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//{
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// LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
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// wglSwapIntervalEXT(1);
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//}
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if (wglSwapIntervalEXT)
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if (!enable_vsync && wglSwapIntervalEXT)
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{
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if (!enable_vsync)
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{
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LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
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wglSwapIntervalEXT(0);
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}
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else
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{
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LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
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wglSwapIntervalEXT(1);
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}
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LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
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wglSwapIntervalEXT(0);
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}
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else if (wglSwapIntervalEXT)
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{
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LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
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wglSwapIntervalEXT(1);
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}
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// </FS:Ansariel>
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}
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void LLWindowWin32::moveWindow( const LLCoordScreen& position, const LLCoordScreen& size )
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@ -35,21 +35,19 @@ in vec3 vary_position;
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in vec4 vertex_color;
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in vec2 vary_texcoord0;
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#ifdef WATER_FOG
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vec4 applyWaterFogView(vec3 pos, vec4 color);
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#endif
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha;
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#endif
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#ifdef IS_ALPHA
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uniform vec4 waterPlane;
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void waterClip(vec3 pos);
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
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out vec3 atten);
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vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
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#endif
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void main()
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@ -79,25 +77,20 @@ void main()
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vec3 pos = vary_position;
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#ifndef IS_HUD
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color.rgb = srgb_to_linear(color.rgb);
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color.a = final_alpha;
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#ifdef IS_ALPHA
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
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#endif
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#ifdef WATER_FOG
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color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
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vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
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color.rgb = fogged.rgb;
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color.a = fogged.a;
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#else
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color.a = final_alpha;
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#endif
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#ifndef IS_HUD
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color.rgb = srgb_to_linear(color.rgb);
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color.rgb = atmosFragLighting(color.rgb, additive, atten);
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#endif
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frag_color = max(color, vec4(0));
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@ -106,7 +106,7 @@ vec3 toneMap(vec3 color)
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color *= exposure * exp_scale;
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// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
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color = mix(toneMapACES_Hill(color), color, 0.333);
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color = mix(toneMapACES_Hill(color), color, 0.3);
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#endif
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return color;
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@ -30,12 +30,14 @@ uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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vec3 getPositionEye();
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vec3 srgb_to_linear(vec3 col);
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vec3 linear_to_srgb(vec3 col);
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vec4 applyWaterFogView(vec3 pos, vec4 color)
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vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
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// get a water fog color that will apply the appropriate haze to a color given
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// a blend function of (ONE, SOURCE_ALPHA)
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vec4 getWaterFogViewNoClip(vec3 pos)
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{
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vec3 view = normalize(pos);
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//normalize view vector
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@ -67,38 +69,76 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
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float L = min(t1/t2*t3, 1.0);
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float D = pow(0.98, l*kd);
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color.rgb = color.rgb * D + kc.rgb * L;
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return color;
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return vec4(srgb_to_linear(kc.rgb*L), D);
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}
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vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
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vec4 getWaterFogView(vec3 pos)
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{
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color.rgb = linear_to_srgb(color.rgb);
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color = applyWaterFogView(pos, color);
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color.rgb = srgb_to_linear(color.rgb);
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if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
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{
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return vec4(0,0,0,1);
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}
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return getWaterFogViewNoClip(pos);
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}
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vec4 applyWaterFogView(vec3 pos, vec4 color)
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{
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vec4 fogged = getWaterFogView(pos);
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color.rgb = color.rgb * fogged.a + fogged.rgb;
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return color;
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}
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vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
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vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color)
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{
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vec4 fogged = getWaterFogViewNoClip(pos);
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color.rgb *= fogged.a;
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color.rgb += fogged.rgb;
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return color;
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}
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vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
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{
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if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
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{
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return color;
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}
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return applyWaterFogViewLinearNoClip(pos, color, sunlit);
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return applyWaterFogViewLinearNoClip(pos, color);
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}
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vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
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// for post deferred shaders, apply sky and water fog in a way that is consistent with
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// the deferred rendering haze post effects
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vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
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{
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return applyWaterFogViewLinear(pos, color, vec3(1));
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}
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bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0;
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bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0;
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vec4 applyWaterFog(vec4 color)
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{
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//normalize view vector
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return applyWaterFogViewLinear(getPositionEye(), color);
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}
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if (eye_above_water)
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{
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if (!obj_above_water)
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{
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color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
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}
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else
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{
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color.rgb = atmosFragLighting(color.rgb, additive, atten);
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}
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}
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else
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{
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if (obj_above_water)
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{
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color.rgb = atmosFragLighting(color.rgb, additive, atten);
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}
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else
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{
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color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
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}
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}
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return color;
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}
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|
|
|
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|
|
@ -1,42 +0,0 @@
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/**
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* @file class1\lighting\lightWaterF.glsl
|
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*
|
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* 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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
in vec4 vertex_color;
|
||||
in vec2 vary_texcoord0;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void default_lighting_water()
|
||||
{
|
||||
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
frag_color = max(applyWaterFog(color), vec4(0));
|
||||
}
|
||||
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
/**
|
||||
* @file class1\lighting\lightWaterNonIndexedF.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
in vec4 vertex_color;
|
||||
in vec2 vary_texcoord0;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void default_lighting_water()
|
||||
{
|
||||
vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
frag_color = max(applyWaterFog(color), vec4(0));
|
||||
}
|
||||
|
||||
|
|
@ -1,33 +0,0 @@
|
|||
/**
|
||||
* @file simpleWaterF.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
|
||||
|
||||
void default_lighting_water();
|
||||
|
||||
void main()
|
||||
{
|
||||
default_lighting_water();
|
||||
}
|
||||
|
|
@ -30,7 +30,6 @@ vec3 getSunlitColor();
|
|||
vec3 getAmblitColor();
|
||||
vec3 getAdditiveColor();
|
||||
vec3 getAtmosAttenuation();
|
||||
vec3 getPositionEye();
|
||||
|
||||
uniform float scene_light_strength;
|
||||
|
||||
|
|
|
|||
|
|
@ -42,7 +42,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
|
|||
|
||||
void calcAtmospherics(vec3 inPositionEye) {
|
||||
vec3 P = inPositionEye;
|
||||
setPositionEye(P);
|
||||
vec3 tmpsunlit = vec3(1);
|
||||
vec3 tmpamblit = vec3(1);
|
||||
vec3 tmpaddlit = vec3(1);
|
||||
|
|
|
|||
|
|
@ -44,5 +44,5 @@ vec3 getAdditiveColor()
|
|||
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vec3(vary_AtmosAttenuation);
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -31,7 +31,6 @@ vec3 additive_color;
|
|||
vec3 atmos_attenuation;
|
||||
vec3 sunlit_color;
|
||||
vec3 amblit_color;
|
||||
vec3 position_eye;
|
||||
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
|
|
@ -51,16 +50,6 @@ vec3 getAtmosAttenuation()
|
|||
return atmos_attenuation;
|
||||
}
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return position_eye;
|
||||
}
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
position_eye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
sunlit_color = v;
|
||||
|
|
|
|||
|
|
@ -1,50 +0,0 @@
|
|||
/**
|
||||
* @file class2\wl\atmosphericVarsWaterF.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
in vec3 vary_PositionEye;
|
||||
in vec3 vary_AdditiveColor;
|
||||
in vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
|
||||
|
|
@ -1,81 +0,0 @@
|
|||
/**
|
||||
* @file class2\wl\atmosphericVarsWaterV.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec3 vary_PositionEye;
|
||||
out vec3 vary_AdditiveColor;
|
||||
out vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec3 atmos_attenuation;
|
||||
vec3 sunlit_color;
|
||||
vec3 amblit_color;
|
||||
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return sunlit_color;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return amblit_color;
|
||||
}
|
||||
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return atmos_attenuation;
|
||||
}
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
sunlit_color = v;
|
||||
}
|
||||
|
||||
void setAmblitColor(vec3 v)
|
||||
{
|
||||
amblit_color = v;
|
||||
}
|
||||
|
||||
void setAdditiveColor(vec3 v)
|
||||
{
|
||||
vary_AdditiveColor = v;
|
||||
}
|
||||
|
||||
void setAtmosAttenuation(vec3 v)
|
||||
{
|
||||
atmos_attenuation = v;
|
||||
vary_AtmosAttenuation = v;
|
||||
}
|
||||
|
|
@ -65,16 +65,11 @@ uniform vec3 light_diffuse[8];
|
|||
|
||||
void waterClip(vec3 pos);
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
|
||||
#endif
|
||||
|
||||
vec3 srgb_to_linear(vec3 c);
|
||||
vec3 linear_to_srgb(vec3 c);
|
||||
|
||||
vec2 encode_normal (vec3 n);
|
||||
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
|
||||
|
||||
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
|
||||
#ifdef HAS_SUN_SHADOW
|
||||
|
|
@ -270,12 +265,6 @@ void main()
|
|||
|
||||
color.rgb *= diffuse_linear.rgb;
|
||||
|
||||
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
|
||||
|
||||
#ifdef WATER_FOG
|
||||
color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
|
||||
#endif // WATER_FOG
|
||||
|
||||
vec4 light = vec4(0,0,0,0);
|
||||
|
||||
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
|
||||
|
|
@ -291,6 +280,8 @@ void main()
|
|||
// sum local light contrib in linear colorspace
|
||||
color.rgb += light.rgb;
|
||||
|
||||
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb;
|
||||
|
||||
#endif // #else // FOR_IMPOSTOR
|
||||
|
||||
#ifdef IS_HUD
|
||||
|
|
|
|||
|
|
@ -82,11 +82,7 @@ vec3 srgb_to_linear(vec3 c);
|
|||
vec3 linear_to_srgb(vec3 c);
|
||||
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
|
||||
#endif
|
||||
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
|
||||
|
||||
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
|
||||
float calcLegacyDistanceAttenuation(float distance, float falloff);
|
||||
|
|
@ -228,13 +224,6 @@ void main()
|
|||
|
||||
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
|
||||
|
||||
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
|
||||
color = temp.rgb;
|
||||
#endif
|
||||
|
||||
vec3 light = vec3(0);
|
||||
|
||||
// Punctual lights
|
||||
|
|
@ -250,7 +239,8 @@ void main()
|
|||
|
||||
color.rgb += light.rgb;
|
||||
|
||||
|
||||
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
|
||||
|
||||
float a = basecolor.a*vertex_color.a;
|
||||
|
||||
frag_color = max(vec4(color.rgb,a), vec4(0));
|
||||
|
|
@ -305,6 +295,7 @@ void main()
|
|||
|
||||
float a = basecolor.a*vertex_color.a;
|
||||
color += colorEmissive;
|
||||
|
||||
color = linear_to_srgb(color);
|
||||
frag_color = max(vec4(color.rgb,a), vec4(0));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -40,6 +40,8 @@ in vec3 vary_position;
|
|||
uniform samplerCube environmentMap;
|
||||
|
||||
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
|
||||
|
||||
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
|
||||
|
||||
vec3 linear_to_srgb(vec3 c);
|
||||
|
|
@ -83,7 +85,6 @@ void main()
|
|||
color.rgb = srgb_to_linear(color.rgb);
|
||||
|
||||
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
|
||||
color.rgb = atmosFragLighting(color.rgb, additive, atten);
|
||||
#endif
|
||||
|
||||
color.a = 1.0;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,107 @@
|
|||
/**
|
||||
* @file class3/deferred/hazeF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2023, 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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 sun_dir;
|
||||
uniform vec3 moon_dir;
|
||||
uniform int sun_up_factor;
|
||||
in vec2 vary_fragcoord;
|
||||
|
||||
vec3 getNorm(vec2 pos_screen);
|
||||
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
|
||||
float getDepth(vec2 pos_screen);
|
||||
|
||||
vec3 linear_to_srgb(vec3 c);
|
||||
vec3 srgb_to_linear(vec3 c);
|
||||
|
||||
uniform vec4 waterPlane;
|
||||
|
||||
uniform int cube_snapshot;
|
||||
|
||||
uniform float sky_hdr_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = getDepth(tc.xy);
|
||||
vec4 pos = getPositionWithDepth(tc, depth);
|
||||
vec4 norm = texture(normalMap, tc);
|
||||
norm.xyz = getNorm(tc);
|
||||
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
|
||||
|
||||
vec3 color = vec3(0);
|
||||
float bloom = 0.0;
|
||||
|
||||
vec3 sunlit;
|
||||
vec3 amblit;
|
||||
vec3 additive;
|
||||
vec3 atten;
|
||||
|
||||
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
|
||||
|
||||
vec3 sunlit_linear = srgb_to_linear(sunlit);
|
||||
|
||||
// mask off atmospherics below water (when camera is under water)
|
||||
bool do_atmospherics = false;
|
||||
|
||||
if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
|
||||
dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
|
||||
{
|
||||
do_atmospherics = true;
|
||||
}
|
||||
|
||||
|
||||
vec3 irradiance = vec3(0);
|
||||
vec3 radiance = vec3(0);
|
||||
|
||||
if (depth >= 1.0)
|
||||
{
|
||||
//should only be true of WL sky, just port over base color value
|
||||
discard;
|
||||
}
|
||||
|
||||
float alpha = 0.0;
|
||||
|
||||
if (do_atmospherics)
|
||||
{
|
||||
alpha = atten.r;
|
||||
color = srgb_to_linear(additive*2.0);
|
||||
color *= sky_hdr_scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = vec3(0,0,0);
|
||||
alpha = 1.0;
|
||||
}
|
||||
|
||||
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
|
||||
frag_color.a = alpha;
|
||||
}
|
||||
|
|
@ -37,11 +37,7 @@
|
|||
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
|
||||
uniform int sun_up_factor;
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
|
||||
#endif
|
||||
|
||||
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
|
||||
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
|
||||
vec3 scaleSoftClipFragLinear(vec3 l);
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
|
||||
|
|
@ -386,13 +382,6 @@ void main()
|
|||
glare += cur_glare;
|
||||
}
|
||||
|
||||
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
|
||||
color = temp.rgb;
|
||||
#endif
|
||||
|
||||
vec3 npos = normalize(-pos.xyz);
|
||||
vec3 light = vec3(0, 0, 0);
|
||||
|
||||
|
|
@ -408,6 +397,8 @@ void main()
|
|||
|
||||
color += light;
|
||||
|
||||
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
|
||||
|
||||
glare *= 1.0-emissive;
|
||||
glare = min(glare, 1.0);
|
||||
float al = max(diffcol.a, glare) * vertex_color.a;
|
||||
|
|
|
|||
|
|
@ -83,10 +83,6 @@ uniform vec4 waterPlane;
|
|||
|
||||
uniform int cube_snapshot;
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
|
||||
#endif
|
||||
|
||||
uniform float sky_hdr_scale;
|
||||
|
||||
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
|
||||
|
|
@ -167,18 +163,6 @@ void main()
|
|||
vec3 sunlit_linear = srgb_to_linear(sunlit);
|
||||
vec3 amblit_linear = amblit;
|
||||
|
||||
bool do_atmospherics = false;
|
||||
|
||||
#ifndef WATER_FOG
|
||||
// when above water, mask off atmospherics below water
|
||||
if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
|
||||
{
|
||||
do_atmospherics = true;
|
||||
}
|
||||
#else
|
||||
do_atmospherics = true;
|
||||
#endif
|
||||
|
||||
vec3 irradiance = vec3(0);
|
||||
vec3 radiance = vec3(0);
|
||||
|
||||
|
|
@ -203,11 +187,6 @@ void main()
|
|||
|
||||
vec3 v = -normalize(pos.xyz);
|
||||
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
|
||||
|
||||
if (do_atmospherics)
|
||||
{
|
||||
color = atmosFragLightingLinear(color, additive, atten);
|
||||
}
|
||||
}
|
||||
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
|
||||
{
|
||||
|
|
@ -273,21 +252,8 @@ void main()
|
|||
{ // add environment map
|
||||
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
|
||||
}
|
||||
|
||||
|
||||
if (do_atmospherics)
|
||||
{
|
||||
color = atmosFragLightingLinear(color, additive, atten);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
|
||||
color = fogged.rgb;
|
||||
#endif
|
||||
|
||||
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
|
||||
frag_color.a = 0.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,51 +1,49 @@
|
|||
/**
|
||||
* @file class1\lighting\lightWaterAlphaMaskF.glsl
|
||||
/**
|
||||
* @file class3/deferred/waterHazeF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
|
||||
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2011, Linden Research, Inc.
|
||||
*
|
||||
* Copyright (C) 2023, 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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform float minimum_alpha;
|
||||
// Inputs
|
||||
in vec4 vary_fragcoord;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
in vec4 vertex_color;
|
||||
in vec2 vary_texcoord0;
|
||||
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
|
||||
float getDepth(vec2 pos_screen);
|
||||
|
||||
void default_lighting_water()
|
||||
vec4 getWaterFogView(vec3 pos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = diffuseLookup(vary_texcoord0.xy);
|
||||
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
|
||||
float depth = getDepth(tc.xy);
|
||||
vec4 pos = getPositionWithDepth(tc, depth);
|
||||
vec4 norm = texture(normalMap, tc);
|
||||
|
||||
if (color.a < minimum_alpha)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
vec4 fogged = getWaterFogView(pos.xyz);
|
||||
|
||||
color.rgb *= vertex_color.rgb;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
frag_color = max(applyWaterFog(color), vec4(0));
|
||||
frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
|
||||
frag_color.a = fogged.a;
|
||||
}
|
||||
|
||||
|
|
@ -1,55 +1,59 @@
|
|||
/**
|
||||
* @file class1\lighting\lightWaterAlphaMaskNonIndexedF.glsl
|
||||
/**
|
||||
* @file class3/deferred/waterHazeV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
|
||||
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2011, Linden Research, Inc.
|
||||
*
|
||||
* Copyright (C) 2023, 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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
out vec4 frag_color;
|
||||
in vec3 position;
|
||||
|
||||
uniform float minimum_alpha;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
out vec4 vary_fragcoord;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
// forwards
|
||||
void setAtmosAttenuation(vec3 c);
|
||||
void setAdditiveColor(vec3 c);
|
||||
|
||||
in vec4 vertex_color;
|
||||
in vec2 vary_texcoord0;
|
||||
uniform vec4 waterPlane;
|
||||
|
||||
void default_lighting_water()
|
||||
uniform int above_water;
|
||||
|
||||
uniform mat4 modelview_projection_matrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(diffuseMap,vary_texcoord0.xy);
|
||||
//transform vertex
|
||||
vec4 pos = vec4(position.xyz, 1.0);
|
||||
|
||||
if (color.a < minimum_alpha)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
if (above_water > 0)
|
||||
{
|
||||
pos = modelview_projection_matrix*pos;
|
||||
}
|
||||
|
||||
color.rgb *= vertex_color.rgb;
|
||||
gl_Position = pos;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
|
||||
setAtmosAttenuation(vec3(1));
|
||||
setAdditiveColor(vec3(0));
|
||||
|
||||
color = applyWaterFog(color);
|
||||
|
||||
frag_color = max(color, vec4(0));
|
||||
vary_fragcoord = pos;
|
||||
}
|
||||
|
||||
|
|
@ -55,7 +55,7 @@ in vec4 littleWave;
|
|||
in vec4 view;
|
||||
in vec3 vary_position;
|
||||
|
||||
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
|
||||
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -77,5 +77,7 @@ void main()
|
|||
vec4 fb = vec4(waterFogColorLinear, 0.0);
|
||||
#endif
|
||||
|
||||
frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
|
||||
fb = applyWaterFogViewLinearNoClip(vary_position, fb);
|
||||
|
||||
frag_color = max(fb, vec4(0));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,9 +32,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
|
|||
#endif
|
||||
|
||||
vec3 scaleSoftClipFragLinear(vec3 l);
|
||||
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
|
||||
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
|
||||
|
||||
// PBR interface
|
||||
vec2 BRDF(float NoV, float roughness);
|
||||
|
|
@ -223,9 +222,8 @@ void main()
|
|||
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
|
||||
}
|
||||
|
||||
fb = applyWaterFogViewLinear(refPos, fb, sunlit);
|
||||
#else
|
||||
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
|
||||
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
|
||||
#endif
|
||||
|
||||
// fudge sample on other side of water to be a tad darker
|
||||
|
|
@ -282,8 +280,6 @@ void main()
|
|||
|
||||
color = ((1.0 - f) * color) + fb.rgb;
|
||||
|
||||
color = atmosFragLightingLinear(color, additive, atten);
|
||||
|
||||
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
|
||||
|
||||
frag_color = max(vec4(color, spec), vec4(0));
|
||||
|
|
|
|||
|
|
@ -413,10 +413,10 @@ void ll_nvapi_init(NvDRSSessionHandle hSession)
|
|||
return;
|
||||
}
|
||||
|
||||
// <FS:Ansariel> Enable Threaded Optimization
|
||||
// enable Threaded Optimization instead of letting the driver decide
|
||||
status = NvAPI_DRS_GetSetting(hSession, hProfile, OGL_THREAD_CONTROL_ID, &drsSetting);
|
||||
if (status == NVAPI_SETTING_NOT_FOUND || (status == NVAPI_OK && drsSetting.u32CurrentValue != OGL_THREAD_CONTROL_ENABLE))
|
||||
{ //only override if the user hasn't specifically set this setting
|
||||
{
|
||||
drsSetting.version = NVDRS_SETTING_VER;
|
||||
drsSetting.settingId = OGL_THREAD_CONTROL_ID;
|
||||
drsSetting.settingType = NVDRS_DWORD_TYPE;
|
||||
|
|
@ -441,7 +441,6 @@ void ll_nvapi_init(NvDRSSessionHandle hSession)
|
|||
nvapi_error(status);
|
||||
return;
|
||||
}
|
||||
// </FS:Ansariel>
|
||||
}
|
||||
|
||||
//#define DEBUGGING_SEH_FILTER 1
|
||||
|
|
|
|||
|
|
@ -320,6 +320,14 @@ void LLFacePool::addFaceReference(LLFace *facep)
|
|||
}
|
||||
}
|
||||
|
||||
void LLFacePool::pushFaceGeometry()
|
||||
{
|
||||
for (LLFace* const& face : mDrawFace)
|
||||
{
|
||||
face->renderIndexed();
|
||||
}
|
||||
}
|
||||
|
||||
BOOL LLFacePool::verify() const
|
||||
{
|
||||
BOOL ok = TRUE;
|
||||
|
|
|
|||
|
|
@ -118,8 +118,8 @@ public:
|
|||
virtual LLViewerTexture* getTexture() = 0;
|
||||
virtual BOOL isFacePool() { return FALSE; }
|
||||
virtual void resetDrawOrders() = 0;
|
||||
virtual void pushFaceGeometry() {}
|
||||
|
||||
protected:
|
||||
S32 mShaderLevel;
|
||||
S32 mId;
|
||||
U32 mType; // Type of draw pool
|
||||
|
|
@ -429,6 +429,9 @@ public:
|
|||
|
||||
BOOL isFacePool() { return TRUE; }
|
||||
|
||||
// call drawIndexed on every draw face
|
||||
void pushFaceGeometry();
|
||||
|
||||
friend class LLFace;
|
||||
friend class LLPipeline;
|
||||
public:
|
||||
|
|
|
|||
|
|
@ -179,27 +179,24 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
|
|||
|
||||
fullbright_shader =
|
||||
(LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
|
||||
(LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterAlphaProgram :
|
||||
(LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram :
|
||||
&gDeferredFullbrightAlphaMaskAlphaProgram;
|
||||
prepare_alpha_shader(fullbright_shader, true, true, water_sign);
|
||||
|
||||
simple_shader =
|
||||
(LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
|
||||
(LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram :
|
||||
(LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram :
|
||||
&gDeferredAlphaProgram;
|
||||
|
||||
prepare_alpha_shader(simple_shader, false, true, water_sign); //prime simple shader (loads shadow relevant uniforms)
|
||||
|
||||
LLGLSLShader* materialShader = LLPipeline::sUnderWaterRender ? gDeferredMaterialWaterProgram : gDeferredMaterialProgram;
|
||||
LLGLSLShader* materialShader = gDeferredMaterialProgram;
|
||||
for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
|
||||
{
|
||||
prepare_alpha_shader(&materialShader[i], false, true, water_sign);
|
||||
}
|
||||
|
||||
pbr_shader =
|
||||
(LLPipeline::sUnderWaterRender) ? &gDeferredPBRAlphaWaterProgram :
|
||||
(LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
|
||||
&gDeferredPBRAlphaProgram;
|
||||
|
||||
|
|
@ -755,11 +752,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
|
|||
|
||||
llassert(mask < LLMaterial::SHADER_COUNT);
|
||||
target_shader = &(gDeferredMaterialProgram[mask]);
|
||||
|
||||
if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
target_shader = &(gDeferredMaterialWaterProgram[mask]);
|
||||
}
|
||||
}
|
||||
else if (!params.mFullbright)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -517,14 +517,7 @@ void LLDrawPoolAvatar::beginRigid()
|
|||
|
||||
if (gPipeline.shadersLoaded())
|
||||
{
|
||||
if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
|
||||
}
|
||||
else
|
||||
{
|
||||
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
|
||||
}
|
||||
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
|
||||
|
||||
if (sVertexProgram != NULL)
|
||||
{ //eyeballs render with the specular shader
|
||||
|
|
|
|||
|
|
@ -82,14 +82,7 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
|
|||
|
||||
U32 idx = shader_idx[pass];
|
||||
|
||||
if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
mShader = &(gDeferredMaterialWaterProgram[idx]);
|
||||
}
|
||||
else
|
||||
{
|
||||
mShader = &(gDeferredMaterialProgram[idx]);
|
||||
}
|
||||
mShader = &(gDeferredMaterialProgram[idx]);
|
||||
|
||||
if (rigged)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -193,10 +193,6 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
|
|||
{
|
||||
shader = &gHUDFullbrightProgram;
|
||||
}
|
||||
else if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
shader = &gDeferredFullbrightWaterProgram;
|
||||
}
|
||||
else
|
||||
{
|
||||
shader = &gDeferredFullbrightProgram;
|
||||
|
|
@ -225,10 +221,6 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
|
|||
{
|
||||
shader = &gHUDFullbrightAlphaMaskProgram;
|
||||
}
|
||||
else if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
shader = &gDeferredFullbrightAlphaMaskWaterProgram;
|
||||
}
|
||||
else
|
||||
{
|
||||
shader = &gDeferredFullbrightAlphaMaskProgram;
|
||||
|
|
|
|||
|
|
@ -117,6 +117,7 @@ namespace Details
|
|||
|
||||
void LLEventPollImpl::handleMessage(const LLSD& content)
|
||||
{
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;
|
||||
std::string msg_name = content["message"];
|
||||
LLSD message;
|
||||
message["sender"] = mSenderIp;
|
||||
|
|
@ -171,6 +172,14 @@ namespace Details
|
|||
|
||||
mAdapter = httpAdapter;
|
||||
|
||||
LL::WorkQueue::ptr_t main_queue = nullptr;
|
||||
|
||||
// HACK -- grab the mainloop workqueue to move execution of the handler
|
||||
// to a place that's safe in the main thread
|
||||
#if 1
|
||||
main_queue = LL::WorkQueue::getInstance("mainloop");
|
||||
#endif
|
||||
|
||||
// continually poll for a server update until we've been flagged as
|
||||
// finished
|
||||
while (!mDone)
|
||||
|
|
@ -302,13 +311,26 @@ namespace Details
|
|||
// was LL_INFOS() but now that CoarseRegionUpdate is TCP @ 1/second, it'd be too verbose for viewer logs. -MG
|
||||
LL_DEBUGS("LLEventPollImpl") << " <" << counter << "> " << events.size() << "events (id " << acknowledge << ")" << LL_ENDL;
|
||||
|
||||
|
||||
LLSD::array_const_iterator i = events.beginArray();
|
||||
LLSD::array_const_iterator end = events.endArray();
|
||||
for (; i != end; ++i)
|
||||
{
|
||||
if (i->has("message"))
|
||||
{
|
||||
handleMessage(*i);
|
||||
if (main_queue)
|
||||
{ // shuttle to a sensible spot in the main thread instead
|
||||
// of wherever this coroutine happens to be executing
|
||||
const LLSD& msg = *i;
|
||||
main_queue->post([this, msg]()
|
||||
{
|
||||
handleMessage(msg);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
handleMessage(*i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -167,7 +167,16 @@ void LLReflectionMap::autoAdjustOrigin()
|
|||
{
|
||||
mPriority = 1;
|
||||
mOrigin.load3(mViewerObject->getPositionAgent().mV);
|
||||
mRadius = mViewerObject->getScale().mV[0]*0.5f;
|
||||
|
||||
if (mViewerObject->getVolume() && ((LLVOVolume*)mViewerObject)->getReflectionProbeIsBox())
|
||||
{
|
||||
LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
|
||||
mRadius = s.magVec();
|
||||
}
|
||||
else
|
||||
{
|
||||
mRadius = mViewerObject->getScale().mV[0] * 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -252,14 +252,12 @@ void LLReflectionMapManager::update()
|
|||
continue;
|
||||
}
|
||||
|
||||
if (probe != mDefaultProbe &&
|
||||
if (probe != mDefaultProbe &&
|
||||
(!probe->isRelevant() || mPaused))
|
||||
{ // skip irrelevant probes (or all non-default probes if paused)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
|
||||
LLVector4a d;
|
||||
|
||||
if (probe != mDefaultProbe)
|
||||
|
|
@ -999,10 +997,21 @@ void LLReflectionMapManager::updateUniforms()
|
|||
llassert(refmap->mCubeIndex >= 0); // should always be true, if not, getReflectionMaps is bugged
|
||||
|
||||
{
|
||||
if (refmap->mViewerObject)
|
||||
if (refmap->mViewerObject && refmap->mViewerObject->getVolume())
|
||||
{ // have active manual probes live-track the object they're associated with
|
||||
refmap->mOrigin.load3(refmap->mViewerObject->getPositionAgent().mV);
|
||||
refmap->mRadius = refmap->mViewerObject->getScale().mV[0] * 0.5f;
|
||||
LLVOVolume* vobj = (LLVOVolume*)refmap->mViewerObject;
|
||||
|
||||
refmap->mOrigin.load3(vobj->getPositionAgent().mV);
|
||||
|
||||
if (vobj->getReflectionProbeIsBox())
|
||||
{
|
||||
LLVector3 s = vobj->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
|
||||
refmap->mRadius = s.magVec();
|
||||
}
|
||||
else
|
||||
{
|
||||
refmap->mRadius = refmap->mViewerObject->getScale().mV[0] * 0.5f;
|
||||
}
|
||||
|
||||
}
|
||||
modelview.affineTransform(refmap->mOrigin, oa);
|
||||
|
|
|
|||
|
|
@ -63,6 +63,7 @@
|
|||
#include <boost/algorithm/string/replace.hpp>
|
||||
#include "llinventoryobserver.h"
|
||||
#include "llinventorydefines.h"
|
||||
#include "llworld.h"
|
||||
|
||||
#include "lltrans.h"
|
||||
|
||||
|
|
@ -983,12 +984,21 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
|
|||
|
||||
LLEnvironment& env = LLEnvironment::instance();
|
||||
|
||||
auto group = LLGLSLShader::SG_WATER;
|
||||
auto group = LLGLSLShader::SG_ANY;
|
||||
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[group];
|
||||
|
||||
{
|
||||
F32 water_height = env.getWaterHeight();
|
||||
|
||||
if (LLViewerCamera::instance().cameraUnderWater())
|
||||
{ // when the camera is under water, use the water height at the camera position
|
||||
LLViewerRegion* region = LLWorld::instance().getRegionFromPosAgent(LLViewerCamera::instance().getOrigin());
|
||||
if (region)
|
||||
{
|
||||
water_height = region->getWaterHeight();
|
||||
}
|
||||
}
|
||||
|
||||
//transform water plane to eye space
|
||||
glh::vec3f norm(0.f, 0.f, 1.f);
|
||||
glh::vec3f p(0.f, 0.f, water_height);
|
||||
|
|
|
|||
|
|
@ -70,6 +70,9 @@ bool LLSpatialGroup::sNoDelete = false;
|
|||
static F32 sLastMaxTexPriority = 1.f;
|
||||
static F32 sCurMaxTexPriority = 1.f;
|
||||
|
||||
// enable expensive sanity checks around redundant drawable and group insertion to LLCullResult
|
||||
#define LL_DEBUG_CULL_RESULT 0
|
||||
|
||||
//static counter for frame to switch LOD on
|
||||
|
||||
void sg_assert(BOOL expr)
|
||||
|
|
@ -4261,6 +4264,10 @@ void LLCullResult::pushOcclusionGroup(LLSpatialGroup* group)
|
|||
|
||||
void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
|
||||
{
|
||||
#if LL_DEBUG_CULL_RESULT
|
||||
// group must NOT be in the drawble groups list already
|
||||
llassert(std::find(&mDrawableGroups[0], mDrawableGroupsEnd, group) == mDrawableGroupsEnd);
|
||||
#endif
|
||||
if (mDrawableGroupsSize < mDrawableGroupsAllocated)
|
||||
{
|
||||
mDrawableGroups[mDrawableGroupsSize] = group;
|
||||
|
|
@ -4275,6 +4282,10 @@ void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
|
|||
|
||||
void LLCullResult::pushDrawable(LLDrawable* drawable)
|
||||
{
|
||||
#if LL_DEBUG_CULL_RESULT
|
||||
// drawable must NOT be in the visible list already
|
||||
llassert(std::find(&mVisibleList[0], mVisibleListEnd, drawable) == mVisibleListEnd);
|
||||
#endif
|
||||
if (mVisibleListSize < mVisibleListAllocated)
|
||||
{
|
||||
mVisibleList[mVisibleListSize] = drawable;
|
||||
|
|
|
|||
|
|
@ -53,6 +53,7 @@
|
|||
#include "llquaternion.h"
|
||||
#include "llwindow.h" // getPixelAspectRatio()
|
||||
#include "lltracerecording.h"
|
||||
#include "llenvironment.h"
|
||||
|
||||
// System includes
|
||||
#include <iomanip> // for setprecision
|
||||
|
|
@ -99,35 +100,41 @@ LLViewerCamera::LLViewerCamera() : LLCamera()
|
|||
gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
|
||||
}
|
||||
|
||||
void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er,
|
||||
const LLVector3 &up_direction,
|
||||
const LLVector3 &point_of_interest)
|
||||
void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, const LLVector3 &up_direction, const LLVector3 &point_of_interest)
|
||||
{
|
||||
// do not update if avatar didn't move
|
||||
if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
|
||||
{
|
||||
return;
|
||||
}
|
||||
// do not update if avatar didn't move
|
||||
if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LLVector3 last_position;
|
||||
LLVector3 last_axis;
|
||||
last_position = getOrigin();
|
||||
last_axis = getAtAxis();
|
||||
LLVector3 last_position;
|
||||
LLVector3 last_axis;
|
||||
last_position = getOrigin();
|
||||
last_axis = getAtAxis();
|
||||
|
||||
mLastPointOfInterest = point_of_interest;
|
||||
mLastPointOfInterest = point_of_interest;
|
||||
|
||||
LLViewerRegion * regp = gAgent.getRegion();
|
||||
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
|
||||
LLViewerRegion* regp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
|
||||
if (!regp)
|
||||
{
|
||||
regp = gAgent.getRegion();
|
||||
}
|
||||
|
||||
LLVector3 origin = center;
|
||||
if (origin.mV[2] > water_height)
|
||||
{
|
||||
origin.mV[2] = llmax(origin.mV[2], water_height+0.20f);
|
||||
}
|
||||
else
|
||||
{
|
||||
origin.mV[2] = llmin(origin.mV[2], water_height-0.20f);
|
||||
}
|
||||
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
|
||||
|
||||
LLVector3 origin = center;
|
||||
|
||||
{
|
||||
if (origin.mV[2] > water_height)
|
||||
{
|
||||
origin.mV[2] = llmax(origin.mV[2], water_height + 0.20f);
|
||||
}
|
||||
else
|
||||
{
|
||||
origin.mV[2] = llmin(origin.mV[2], water_height - 0.20f);
|
||||
}
|
||||
}
|
||||
|
||||
setOriginAndLookAt(origin, up_direction, point_of_interest);
|
||||
|
||||
|
|
@ -763,11 +770,19 @@ LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
|
|||
|
||||
BOOL LLViewerCamera::cameraUnderWater() const
|
||||
{
|
||||
if(!gAgent.getRegion())
|
||||
LLViewerRegion* regionp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
|
||||
|
||||
if (!regionp)
|
||||
{
|
||||
regionp = gAgent.getRegion();
|
||||
}
|
||||
|
||||
if(!regionp)
|
||||
{
|
||||
return FALSE ;
|
||||
}
|
||||
return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
|
||||
|
||||
return getOrigin().mV[VZ] < regionp->getWaterHeight();
|
||||
}
|
||||
|
||||
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
|
||||
|
|
|
|||
|
|
@ -99,7 +99,6 @@ LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
|
|||
LLGLSLShader gObjectBumpProgram;
|
||||
LLGLSLShader gSkinnedObjectBumpProgram;
|
||||
LLGLSLShader gObjectAlphaMaskNoColorProgram;
|
||||
LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
|
||||
|
||||
//environment shaders
|
||||
LLGLSLShader gWaterProgram;
|
||||
|
|
@ -139,7 +138,6 @@ LLGLSLShader gDeferredSkinnedDiffuseProgram;
|
|||
LLGLSLShader gDeferredSkinnedBumpProgram;
|
||||
LLGLSLShader gDeferredBumpProgram;
|
||||
LLGLSLShader gDeferredTerrainProgram;
|
||||
LLGLSLShader gDeferredTerrainWaterProgram;
|
||||
LLGLSLShader gDeferredTreeProgram;
|
||||
LLGLSLShader gDeferredTreeShadowProgram;
|
||||
LLGLSLShader gDeferredSkinnedTreeShadowProgram;
|
||||
|
|
@ -150,9 +148,10 @@ LLGLSLShader gDeferredMultiLightProgram[16];
|
|||
LLGLSLShader gDeferredSpotLightProgram;
|
||||
LLGLSLShader gDeferredMultiSpotLightProgram;
|
||||
LLGLSLShader gDeferredSunProgram;
|
||||
LLGLSLShader gHazeProgram;
|
||||
LLGLSLShader gHazeWaterProgram;
|
||||
LLGLSLShader gDeferredBlurLightProgram;
|
||||
LLGLSLShader gDeferredSoftenProgram;
|
||||
LLGLSLShader gDeferredSoftenWaterProgram;
|
||||
LLGLSLShader gDeferredShadowProgram;
|
||||
LLGLSLShader gDeferredSkinnedShadowProgram;
|
||||
LLGLSLShader gDeferredShadowCubeProgram;
|
||||
|
|
@ -172,8 +171,6 @@ LLGLSLShader gHUDAlphaProgram;
|
|||
LLGLSLShader gDeferredSkinnedAlphaProgram;
|
||||
LLGLSLShader gDeferredAlphaImpostorProgram;
|
||||
LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
|
||||
LLGLSLShader gDeferredAlphaWaterProgram;
|
||||
LLGLSLShader gDeferredSkinnedAlphaWaterProgram;
|
||||
LLGLSLShader gDeferredAvatarEyesProgram;
|
||||
LLGLSLShader gDeferredFullbrightProgram;
|
||||
LLGLSLShader gHUDFullbrightProgram;
|
||||
|
|
@ -181,12 +178,6 @@ LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
|
|||
LLGLSLShader gHUDFullbrightAlphaMaskProgram;
|
||||
LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
|
||||
LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
|
||||
LLGLSLShader gDeferredFullbrightWaterProgram;
|
||||
LLGLSLShader gDeferredSkinnedFullbrightWaterProgram;
|
||||
LLGLSLShader gDeferredFullbrightWaterAlphaProgram;
|
||||
LLGLSLShader gDeferredSkinnedFullbrightWaterAlphaProgram;
|
||||
LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
|
||||
LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskWaterProgram;
|
||||
LLGLSLShader gDeferredEmissiveProgram;
|
||||
LLGLSLShader gDeferredSkinnedEmissiveProgram;
|
||||
LLGLSLShader gDeferredPostProgram;
|
||||
|
|
@ -219,7 +210,6 @@ LLGLSLShader gRlvSphereProgram;
|
|||
|
||||
// Deferred materials shaders
|
||||
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
|
||||
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
|
||||
LLGLSLShader gHUDPBROpaqueProgram;
|
||||
LLGLSLShader gPBRGlowProgram;
|
||||
LLGLSLShader gPBRGlowSkinnedProgram;
|
||||
|
|
@ -228,8 +218,6 @@ LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
|
|||
LLGLSLShader gHUDPBRAlphaProgram;
|
||||
LLGLSLShader gDeferredPBRAlphaProgram;
|
||||
LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
|
||||
LLGLSLShader gDeferredPBRAlphaWaterProgram;
|
||||
LLGLSLShader gDeferredSkinnedPBRAlphaWaterProgram;
|
||||
|
||||
//helper for making a rigged variant of a given shader
|
||||
bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
|
||||
|
|
@ -262,30 +250,22 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
|
||||
mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
|
||||
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
|
||||
mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
|
||||
mShaderList.push_back(&gUnderWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSunProgram);
|
||||
mShaderList.push_back(&gHazeProgram);
|
||||
mShaderList.push_back(&gHazeWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSoftenProgram);
|
||||
mShaderList.push_back(&gDeferredSoftenWaterProgram);
|
||||
mShaderList.push_back(&gDeferredAlphaProgram);
|
||||
mShaderList.push_back(&gHUDAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
|
||||
mShaderList.push_back(&gDeferredAlphaWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaWaterProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightProgram);
|
||||
mShaderList.push_back(&gHUDFullbrightProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
|
||||
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
|
||||
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedFullbrightWaterProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightWaterAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedFullbrightWaterAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
|
||||
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
|
||||
mShaderList.push_back(&gHUDFullbrightShinyProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
|
||||
|
|
@ -295,17 +275,14 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gDeferredEmissiveProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarEyesProgram);
|
||||
mShaderList.push_back(&gDeferredTerrainWaterProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredWLSkyProgram);
|
||||
mShaderList.push_back(&gDeferredWLCloudProgram);
|
||||
mShaderList.push_back(&gDeferredWLMoonProgram);
|
||||
mShaderList.push_back(&gDeferredWLSunProgram);
|
||||
mShaderList.push_back(&gDeferredPBRAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredPBRAlphaWaterProgram);
|
||||
mShaderList.push_back(&gHUDPBRAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedPBRAlphaWaterProgram);
|
||||
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
|
||||
mShaderList.push_back(&gNoPostGammaCorrectProgram);
|
||||
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
|
||||
|
|
@ -598,7 +575,6 @@ std::string LLViewerShaderMgr::loadBasicShaders()
|
|||
|
||||
vector< pair<string, S32> > shaders;
|
||||
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
|
||||
|
|
@ -678,7 +654,6 @@ std::string LLViewerShaderMgr::loadBasicShaders()
|
|||
|
||||
std::vector<S32> index_channels;
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
|
|
@ -693,12 +668,8 @@ std::string LLViewerShaderMgr::loadBasicShaders()
|
|||
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
|
||||
|
||||
for (U32 i = 0; i < shaders.size(); i++)
|
||||
{
|
||||
|
|
@ -736,7 +707,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
gWaterProgram.mName = "Water Shader";
|
||||
gWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gWaterProgram.mFeatures.hasGamma = true;
|
||||
gWaterProgram.mFeatures.hasSrgb = true;
|
||||
gWaterProgram.mFeatures.hasReflectionProbes = true;
|
||||
|
|
@ -767,7 +737,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
gWaterEdgeProgram.mName = "Water Edge Shader";
|
||||
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
|
||||
gWaterEdgeProgram.mFeatures.hasWaterFog = true;
|
||||
gWaterEdgeProgram.mFeatures.hasGamma = true;
|
||||
gWaterEdgeProgram.mFeatures.hasSrgb = true;
|
||||
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
|
||||
|
|
@ -797,7 +766,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
//load under water vertex shader
|
||||
gUnderWaterProgram.mName = "Underwater Shader";
|
||||
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gUnderWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gUnderWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gUnderWaterProgram.mShaderFiles.clear();
|
||||
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
|
||||
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
@ -925,7 +894,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedBumpProgram.unload();
|
||||
gDeferredImpostorProgram.unload();
|
||||
gDeferredTerrainProgram.unload();
|
||||
gDeferredTerrainWaterProgram.unload();
|
||||
gDeferredLightProgram.unload();
|
||||
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
|
||||
{
|
||||
|
|
@ -936,7 +904,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSunProgram.unload();
|
||||
gDeferredBlurLightProgram.unload();
|
||||
gDeferredSoftenProgram.unload();
|
||||
gDeferredSoftenWaterProgram.unload();
|
||||
gDeferredShadowProgram.unload();
|
||||
gDeferredSkinnedShadowProgram.unload();
|
||||
gDeferredShadowCubeProgram.unload();
|
||||
|
|
@ -954,20 +921,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.unload();
|
||||
gHUDAlphaProgram.unload();
|
||||
gDeferredSkinnedAlphaProgram.unload();
|
||||
gDeferredAlphaWaterProgram.unload();
|
||||
gDeferredSkinnedAlphaWaterProgram.unload();
|
||||
gDeferredFullbrightProgram.unload();
|
||||
gHUDFullbrightProgram.unload();
|
||||
gDeferredFullbrightAlphaMaskProgram.unload();
|
||||
gHUDFullbrightAlphaMaskProgram.unload();
|
||||
gDeferredFullbrightAlphaMaskAlphaProgram.unload();
|
||||
gHUDFullbrightAlphaMaskAlphaProgram.unload();
|
||||
gDeferredFullbrightWaterProgram.unload();
|
||||
gDeferredSkinnedFullbrightWaterProgram.unload();
|
||||
gDeferredFullbrightWaterAlphaProgram.unload();
|
||||
gDeferredSkinnedFullbrightWaterAlphaProgram.unload();
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.unload();
|
||||
gDeferredSkinnedFullbrightAlphaMaskWaterProgram.unload();
|
||||
gDeferredEmissiveProgram.unload();
|
||||
gDeferredSkinnedEmissiveProgram.unload();
|
||||
gDeferredAvatarEyesProgram.unload();
|
||||
|
|
@ -1001,7 +960,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
|
||||
{
|
||||
gDeferredMaterialProgram[i].unload();
|
||||
gDeferredMaterialWaterProgram[i].unload();
|
||||
}
|
||||
|
||||
gHUDPBROpaqueProgram.unload();
|
||||
|
|
@ -1010,8 +968,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedPBROpaqueProgram.unload();
|
||||
gDeferredPBRAlphaProgram.unload();
|
||||
gDeferredSkinnedPBRAlphaProgram.unload();
|
||||
gDeferredPBRAlphaWaterProgram.unload();
|
||||
gDeferredSkinnedPBRAlphaWaterProgram.unload();
|
||||
|
||||
// [RLVa:KB] - @setsphere
|
||||
gRlvSphereProgram.unload();
|
||||
|
|
@ -1104,15 +1060,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
|
||||
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
|
||||
|
||||
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
|
||||
{
|
||||
if (success)
|
||||
|
|
@ -1178,77 +1125,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
mShaderList.push_back(&gDeferredMaterialWaterProgram[i]);
|
||||
|
||||
gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
|
||||
|
||||
U32 alpha_mode = i & 0x3;
|
||||
|
||||
gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
|
||||
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER));
|
||||
gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
|
||||
gDeferredMaterialWaterProgram[i].clearPermutations();
|
||||
|
||||
bool has_normal_map = (i & 0x8) > 0;
|
||||
bool has_specular_map = (i & 0x4) > 0;
|
||||
|
||||
if (has_normal_map)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
|
||||
}
|
||||
|
||||
if (has_specular_map)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
|
||||
}
|
||||
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
|
||||
if (alpha_mode != 0)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasAlphaMask = true;
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("HAS_ALPHA_MASK", "1");
|
||||
}
|
||||
|
||||
if (use_sun_shadow)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
|
||||
}
|
||||
|
||||
bool has_skin = i & 0x10;
|
||||
if (has_skin)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1");
|
||||
}
|
||||
else
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].mRiggedVariant = &(gDeferredMaterialWaterProgram[i + 0x10]);
|
||||
}
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
|
||||
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasReflectionProbes = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
|
||||
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;
|
||||
|
||||
if (has_skin)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
|
||||
}
|
||||
|
||||
success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
|
||||
llassert(success);
|
||||
}
|
||||
}
|
||||
|
||||
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
|
||||
|
|
@ -1260,15 +1136,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
|
||||
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader";
|
||||
|
|
@ -1376,62 +1243,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
shader->mRiggedVariant->mFeatures.hasLighting = true;
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
LLGLSLShader* shader = &gDeferredPBRAlphaWaterProgram;
|
||||
shader->mName = "Deferred PBR Alpha Underwater Shader";
|
||||
|
||||
shader->mFeatures.calculatesLighting = false;
|
||||
shader->mFeatures.hasLighting = false;
|
||||
shader->mFeatures.isAlphaLighting = true;
|
||||
shader->mFeatures.hasWaterFog = true;
|
||||
shader->mFeatures.hasSrgb = true;
|
||||
shader->mFeatures.encodesNormal = true;
|
||||
shader->mFeatures.calculatesAtmospherics = true;
|
||||
shader->mFeatures.hasAtmospherics = true;
|
||||
shader->mFeatures.hasGamma = true;
|
||||
shader->mFeatures.hasShadows = use_sun_shadow;
|
||||
shader->mFeatures.isDeferred = true; // include deferredUtils
|
||||
shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
shader->mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
|
||||
shader->mShaderFiles.clear();
|
||||
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
|
||||
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
||||
shader->clearPermutations();
|
||||
|
||||
U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND;
|
||||
shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
|
||||
shader->addPermutation("HAS_NORMAL_MAP", "1");
|
||||
shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness
|
||||
shader->addPermutation("HAS_EMISSIVE_MAP", "1");
|
||||
shader->addPermutation("USE_VERTEX_COLOR", "1");
|
||||
shader->addPermutation("WATER_FOG", "1");
|
||||
|
||||
if (use_sun_shadow)
|
||||
{
|
||||
shader->addPermutation("HAS_SUN_SHADOW", "1");
|
||||
}
|
||||
|
||||
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaWaterProgram);
|
||||
if (success)
|
||||
{
|
||||
success = shader->createShader(NULL, NULL);
|
||||
}
|
||||
llassert(success);
|
||||
|
||||
// Alpha Shader Hack
|
||||
// See: LLRender::syncMatrices()
|
||||
shader->mFeatures.calculatesLighting = true;
|
||||
shader->mFeatures.hasLighting = true;
|
||||
|
||||
shader->mRiggedVariant->mFeatures.calculatesLighting = true;
|
||||
shader->mRiggedVariant->mFeatures.hasLighting = true;
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
LLGLSLShader* shader = &gHUDPBRAlphaProgram;
|
||||
|
|
@ -1660,7 +1471,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
shader->mFeatures.hasGamma = true;
|
||||
shader->mFeatures.hasShadows = use_sun_shadow;
|
||||
shader->mFeatures.hasReflectionProbes = true;
|
||||
shader->mFeatures.hasWaterFog = true;
|
||||
shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
|
||||
shader->mShaderFiles.clear();
|
||||
|
|
@ -1757,68 +1567,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
LLGLSLShader* shader[] = {
|
||||
&gDeferredAlphaWaterProgram,
|
||||
&gDeferredSkinnedAlphaWaterProgram
|
||||
};
|
||||
|
||||
gDeferredAlphaWaterProgram.mRiggedVariant = &gDeferredSkinnedAlphaWaterProgram;
|
||||
|
||||
gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
|
||||
gDeferredSkinnedAlphaWaterProgram.mName = "Deferred Skinned Alpha Underwater Shader";
|
||||
|
||||
for (int i = 0; i < 2 && success; ++i)
|
||||
{
|
||||
shader[i]->mFeatures.calculatesLighting = false;
|
||||
shader[i]->mFeatures.hasLighting = false;
|
||||
shader[i]->mFeatures.isAlphaLighting = true;
|
||||
shader[i]->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
shader[i]->mFeatures.hasWaterFog = true;
|
||||
shader[i]->mFeatures.hasSrgb = true;
|
||||
shader[i]->mFeatures.encodesNormal = true;
|
||||
shader[i]->mFeatures.calculatesAtmospherics = true;
|
||||
shader[i]->mFeatures.hasAtmospherics = true;
|
||||
shader[i]->mFeatures.hasGamma = true;
|
||||
shader[i]->mFeatures.hasShadows = use_sun_shadow;
|
||||
shader[i]->mFeatures.hasReflectionProbes = true;
|
||||
shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
shader[i]->mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
shader[i]->mShaderFiles.clear();
|
||||
shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
|
||||
shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
||||
shader[i]->clearPermutations();
|
||||
shader[i]->addPermutation("USE_INDEXED_TEX", "1");
|
||||
shader[i]->addPermutation("WATER_FOG", "1");
|
||||
shader[i]->addPermutation("USE_VERTEX_COLOR", "1");
|
||||
shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
|
||||
if (use_sun_shadow)
|
||||
{
|
||||
shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
|
||||
}
|
||||
|
||||
if (i == 1)
|
||||
{ // rigged variant
|
||||
shader[i]->mFeatures.hasObjectSkinning = true;
|
||||
shader[i]->addPermutation("HAS_SKIN", "1");
|
||||
}
|
||||
else
|
||||
{
|
||||
shader[i]->mRiggedVariant = shader[1];
|
||||
}
|
||||
shader[i]->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = shader[i]->createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
// Hack
|
||||
shader[i]->mFeatures.calculatesLighting = true;
|
||||
shader[i]->mFeatures.hasLighting = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
|
||||
|
|
@ -1953,71 +1701,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader";
|
||||
gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
|
||||
gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
|
||||
success = make_rigged_variant(gDeferredFullbrightWaterProgram, gDeferredSkinnedFullbrightWaterProgram);
|
||||
success = success && gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredFullbrightWaterAlphaProgram.mName = "Deferred Fullbright Underwater Alpha Shader";
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.isDeferred = true;
|
||||
gDeferredFullbrightWaterAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
|
||||
gDeferredFullbrightWaterAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredFullbrightWaterAlphaProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredFullbrightWaterAlphaProgram.clearPermutations();
|
||||
gDeferredFullbrightWaterAlphaProgram.addPermutation("WATER_FOG", "1");
|
||||
gDeferredFullbrightWaterAlphaProgram.addPermutation("IS_ALPHA", "1");
|
||||
success = make_rigged_variant(gDeferredFullbrightWaterAlphaProgram, gDeferredSkinnedFullbrightWaterAlphaProgram);
|
||||
success = success && gDeferredFullbrightWaterAlphaProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.clearPermutations();
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
|
||||
success = make_rigged_variant(gDeferredFullbrightAlphaMaskWaterProgram, gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
|
||||
success = success && gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
|
||||
|
|
@ -2104,40 +1787,52 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
|
||||
gDeferredSoftenWaterProgram.mShaderFiles.clear();
|
||||
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER));
|
||||
if (success)
|
||||
{
|
||||
gHazeProgram.mName = "Haze Shader";
|
||||
gHazeProgram.mShaderFiles.clear();
|
||||
gHazeProgram.mFeatures.hasSrgb = true;
|
||||
gHazeProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gHazeProgram.mFeatures.hasAtmospherics = true;
|
||||
gHazeProgram.mFeatures.hasGamma = true;
|
||||
gHazeProgram.mFeatures.isDeferred = true;
|
||||
gHazeProgram.mFeatures.hasShadows = use_sun_shadow;
|
||||
gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
|
||||
|
||||
gDeferredSoftenWaterProgram.clearPermutations();
|
||||
gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
|
||||
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
|
||||
gHazeProgram.clearPermutations();
|
||||
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
|
||||
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
||||
if (use_sun_shadow)
|
||||
{
|
||||
gDeferredSoftenWaterProgram.addPermutation("HAS_SUN_SHADOW", "1");
|
||||
}
|
||||
gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{ //if using SSAO, take screen space light map into account as if shadows are enabled
|
||||
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
|
||||
gDeferredSoftenWaterProgram.addPermutation("HAS_SSAO", "1");
|
||||
}
|
||||
success = gHazeProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
gHazeWaterProgram.mName = "Water Haze Shader";
|
||||
gHazeWaterProgram.mShaderFiles.clear();
|
||||
gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gHazeWaterProgram.mFeatures.hasSrgb = true;
|
||||
gHazeWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gHazeWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gHazeWaterProgram.mFeatures.hasGamma = true;
|
||||
gHazeWaterProgram.mFeatures.isDeferred = true;
|
||||
gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow;
|
||||
gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
|
||||
|
||||
gHazeWaterProgram.clearPermutations();
|
||||
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER));
|
||||
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
||||
gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gHazeWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
|
|
@ -2284,7 +1979,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredTerrainProgram.mFeatures.hasLighting = false;
|
||||
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredTerrainProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredTerrainProgram.mFeatures.hasGamma = true;
|
||||
|
|
@ -2297,31 +1991,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredTerrainWaterProgram.mName = "Deferred Terrain Underwater Shader";
|
||||
gDeferredTerrainWaterProgram.mFeatures.encodesNormal = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.calculatesLighting = false;
|
||||
gDeferredTerrainWaterProgram.mFeatures.hasLighting = false;
|
||||
gDeferredTerrainWaterProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredTerrainWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredTerrainWaterProgram.mFeatures.hasGamma = true;
|
||||
|
||||
gDeferredTerrainWaterProgram.mShaderFiles.clear();
|
||||
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
|
||||
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER));
|
||||
gDeferredTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredTerrainWaterProgram.clearPermutations();
|
||||
gDeferredTerrainWaterProgram.addPermutation("WATER_FOG", "1");
|
||||
success = gDeferredTerrainWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredAvatarProgram.mName = "Deferred Avatar Shader";
|
||||
|
|
@ -2695,24 +2364,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
|
|||
success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
|
||||
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
|
||||
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
|
||||
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER));
|
||||
gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
|
||||
gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gImpostorProgram.mName = "Impostor Shader";
|
||||
|
|
|
|||
|
|
@ -175,7 +175,6 @@ extern LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
|
|||
extern LLGLSLShader gObjectBumpProgram;
|
||||
extern LLGLSLShader gSkinnedObjectBumpProgram;
|
||||
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
|
||||
extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
|
||||
|
||||
//environment shaders
|
||||
extern LLGLSLShader gWaterProgram;
|
||||
|
|
@ -212,7 +211,6 @@ extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
|
|||
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
|
||||
extern LLGLSLShader gDeferredBumpProgram;
|
||||
extern LLGLSLShader gDeferredTerrainProgram;
|
||||
extern LLGLSLShader gDeferredTerrainWaterProgram;
|
||||
extern LLGLSLShader gDeferredTreeProgram;
|
||||
extern LLGLSLShader gDeferredTreeShadowProgram;
|
||||
extern LLGLSLShader gDeferredLightProgram;
|
||||
|
|
@ -220,10 +218,11 @@ extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT];
|
|||
extern LLGLSLShader gDeferredSpotLightProgram;
|
||||
extern LLGLSLShader gDeferredMultiSpotLightProgram;
|
||||
extern LLGLSLShader gDeferredSunProgram;
|
||||
extern LLGLSLShader gHazeProgram;
|
||||
extern LLGLSLShader gHazeWaterProgram;
|
||||
extern LLGLSLShader gDeferredBlurLightProgram;
|
||||
extern LLGLSLShader gDeferredAvatarProgram;
|
||||
extern LLGLSLShader gDeferredSoftenProgram;
|
||||
extern LLGLSLShader gDeferredSoftenWaterProgram;
|
||||
extern LLGLSLShader gDeferredShadowProgram;
|
||||
extern LLGLSLShader gDeferredShadowCubeProgram;
|
||||
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
|
||||
|
|
@ -252,10 +251,6 @@ extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
|
|||
extern LLGLSLShader gHUDFullbrightAlphaMaskProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
|
||||
extern LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
|
||||
extern LLGLSLShader gDeferredAlphaWaterProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightWaterProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightWaterAlphaProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
|
||||
extern LLGLSLShader gDeferredEmissiveProgram;
|
||||
extern LLGLSLShader gDeferredAvatarEyesProgram;
|
||||
extern LLGLSLShader gDeferredAvatarAlphaProgram;
|
||||
|
|
@ -275,12 +270,10 @@ extern LLGLSLShader gRlvSphereProgram;
|
|||
|
||||
// Deferred materials shaders
|
||||
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
|
||||
extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
|
||||
|
||||
extern LLGLSLShader gHUDPBROpaqueProgram;
|
||||
extern LLGLSLShader gPBRGlowProgram;
|
||||
extern LLGLSLShader gDeferredPBROpaqueProgram;
|
||||
extern LLGLSLShader gDeferredPBRAlphaProgram;
|
||||
extern LLGLSLShader gDeferredPBRAlphaWaterProgram;
|
||||
extern LLGLSLShader gHUDPBRAlphaProgram;
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -1325,58 +1325,6 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh
|
|||
}
|
||||
}
|
||||
|
||||
void LLWorld::precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water)
|
||||
{
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
|
||||
if (!gAgent.getRegion())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mRegionList.empty())
|
||||
{
|
||||
LL_WARNS() << "No regions!" << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
for (region_list_t::iterator iter = mRegionList.begin();
|
||||
iter != mRegionList.end(); ++iter)
|
||||
{
|
||||
LLViewerRegion* regionp = *iter;
|
||||
LLVOWater* waterp = regionp->getLand().getWaterObj();
|
||||
if (waterp && waterp->mDrawable)
|
||||
{
|
||||
waterp->mDrawable->setVisible(camera);
|
||||
cull->pushDrawable(waterp->mDrawable);
|
||||
}
|
||||
}
|
||||
|
||||
if (include_void_water)
|
||||
{
|
||||
for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();
|
||||
iter != mHoleWaterObjects.end(); ++ iter)
|
||||
{
|
||||
LLVOWater* waterp = (*iter).get();
|
||||
if (waterp && waterp->mDrawable)
|
||||
{
|
||||
waterp->mDrawable->setVisible(camera);
|
||||
cull->pushDrawable(waterp->mDrawable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
S32 dir;
|
||||
for (dir = 0; dir < EDGE_WATER_OBJECTS_COUNT; dir++)
|
||||
{
|
||||
LLVOWater* waterp = mEdgeWaterObjects[dir];
|
||||
if (waterp && waterp->mDrawable)
|
||||
{
|
||||
waterp->mDrawable->setVisible(camera);
|
||||
cull->pushDrawable(waterp->mDrawable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLWorld::clearHoleWaterObjects()
|
||||
{
|
||||
for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();
|
||||
|
|
|
|||
|
|
@ -209,8 +209,6 @@ public:
|
|||
LLViewerTexture *getDefaultWaterTexture();
|
||||
void updateWaterObjects();
|
||||
|
||||
void precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water);
|
||||
|
||||
void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
|
||||
void shiftRegions(const LLVector3& offset);
|
||||
|
||||
|
|
|
|||
|
|
@ -874,7 +874,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
|
|||
|
||||
if (LLPipeline::sRenderTransparentWater)
|
||||
{ //water reflection texture
|
||||
mWaterDis.allocate(resX, resY, GL_RGBA, true);
|
||||
mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
|
||||
}
|
||||
|
||||
if (RenderUIBuffer)
|
||||
|
|
@ -2419,13 +2419,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, bool hud_att
|
|||
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
|
||||
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
|
||||
}
|
||||
|
||||
bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
|
||||
|
||||
if (render_water)
|
||||
{
|
||||
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
|
||||
}
|
||||
}
|
||||
|
||||
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
|
||||
|
|
@ -3970,10 +3963,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
|
|||
poolp->endDeferredPass(i);
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
if (gDebugGL || gDebugPipeline)
|
||||
{
|
||||
LLGLState::checkStates();
|
||||
}
|
||||
LLGLState::checkStates();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -4020,6 +4010,20 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
|
|||
|
||||
LLGLEnable cull(GL_CULL_FACE);
|
||||
|
||||
bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
|
||||
bool done_water_haze = done_atmospherics;
|
||||
|
||||
// do atmospheric haze just before post water alpha
|
||||
U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
|
||||
|
||||
if (LLPipeline::sUnderWaterRender)
|
||||
{ // if under water, do atmospherics just before the water pass
|
||||
atmospherics_pass = LLDrawPool::POOL_WATER;
|
||||
}
|
||||
|
||||
// do water haze just before pre water alpha
|
||||
U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER;
|
||||
|
||||
calcNearbyLights(camera);
|
||||
setupHWLights();
|
||||
|
||||
|
|
@ -4039,6 +4043,18 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
|
|||
|
||||
cur_type = poolp->getType();
|
||||
|
||||
if (cur_type >= atmospherics_pass && !done_atmospherics)
|
||||
{ // do atmospherics against depth buffer before rendering alpha
|
||||
doAtmospherics();
|
||||
done_atmospherics = true;
|
||||
}
|
||||
|
||||
if (cur_type >= water_haze_pass && !done_water_haze)
|
||||
{ // do water haze against depth buffer before rendering alpha
|
||||
doWaterHaze();
|
||||
done_water_haze = true;
|
||||
}
|
||||
|
||||
pool_set_t::iterator iter2 = iter1;
|
||||
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
|
||||
{
|
||||
|
|
@ -8092,7 +8108,7 @@ void LLPipeline::renderDeferredLighting()
|
|||
|
||||
if (RenderDeferredAtmospheric)
|
||||
{ // apply sunlight contribution
|
||||
LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
|
||||
LLGLSLShader &soften_shader = gDeferredSoftenProgram;
|
||||
|
||||
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics");
|
||||
LL_PROFILE_GPU_ZONE("atmospherics");
|
||||
|
|
@ -8121,7 +8137,7 @@ void LLPipeline::renderDeferredLighting()
|
|||
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
||||
}
|
||||
|
||||
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
|
||||
unbindDeferredShader(gDeferredSoftenProgram);
|
||||
}
|
||||
|
||||
static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
|
||||
|
|
@ -8273,7 +8289,7 @@ void LLPipeline::renderDeferredLighting()
|
|||
|
||||
LLVector4a center;
|
||||
center.load3(drawablep->getPositionAgent().mV);
|
||||
const F32 *c = center.getF32ptr();
|
||||
const F32* c = center.getF32ptr();
|
||||
F32 s = volume->getLightRadius() * 1.5f;
|
||||
|
||||
sVisibleLightCount++;
|
||||
|
|
@ -8322,8 +8338,8 @@ void LLPipeline::renderDeferredLighting()
|
|||
U32 idx = count - 1;
|
||||
bindDeferredShader(gDeferredMultiLightProgram[idx]);
|
||||
gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
|
||||
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light);
|
||||
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col);
|
||||
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light);
|
||||
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col);
|
||||
gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
|
||||
far_z = 0.f;
|
||||
count = 0;
|
||||
|
|
@ -8341,11 +8357,11 @@ void LLPipeline::renderDeferredLighting()
|
|||
|
||||
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
|
||||
{
|
||||
LLDrawable *drawablep = *iter;
|
||||
LLVOVolume *volume = drawablep->getVOVolume();
|
||||
LLVector3 center = drawablep->getPositionAgent();
|
||||
F32 * c = center.mV;
|
||||
F32 light_size_final = volume->getLightRadius() * 1.5f;
|
||||
LLDrawable* drawablep = *iter;
|
||||
LLVOVolume* volume = drawablep->getVOVolume();
|
||||
LLVector3 center = drawablep->getPositionAgent();
|
||||
F32* c = center.mV;
|
||||
F32 light_size_final = volume->getLightRadius() * 1.5f;
|
||||
F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
|
||||
|
||||
sVisibleLightCount++;
|
||||
|
|
@ -8370,13 +8386,11 @@ void LLPipeline::renderDeferredLighting()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
gGL.setColorMask(true, true);
|
||||
}
|
||||
|
||||
{ // render non-deferred geometry (alpha, fullbright, glow)
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
//LLGLDisable stencil(GL_STENCIL_TEST);
|
||||
|
||||
pushRenderTypeMask();
|
||||
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
|
||||
|
|
@ -8427,6 +8441,93 @@ void LLPipeline::renderDeferredLighting()
|
|||
gGL.setColorMask(true, true);
|
||||
}
|
||||
|
||||
void LLPipeline::doAtmospherics()
|
||||
{
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
|
||||
|
||||
if (RenderDeferredAtmospheric)
|
||||
{
|
||||
LLGLEnable blend(GL_BLEND);
|
||||
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
|
||||
|
||||
gGL.setColorMask(true, true);
|
||||
|
||||
// apply haze
|
||||
LLGLSLShader& haze_shader = gHazeProgram;
|
||||
|
||||
LL_PROFILE_GPU_ZONE("haze");
|
||||
bindDeferredShader(haze_shader);
|
||||
|
||||
LLEnvironment& environment = LLEnvironment::instance();
|
||||
haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
|
||||
|
||||
haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
|
||||
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
|
||||
// full screen blit
|
||||
mScreenTriangleVB->setBuffer();
|
||||
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
||||
|
||||
unbindDeferredShader(haze_shader);
|
||||
|
||||
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
void LLPipeline::doWaterHaze()
|
||||
{
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
|
||||
|
||||
if (RenderDeferredAtmospheric)
|
||||
{
|
||||
LLGLEnable blend(GL_BLEND);
|
||||
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
|
||||
|
||||
gGL.setColorMask(true, true);
|
||||
|
||||
// apply haze
|
||||
LLGLSLShader& haze_shader = gHazeWaterProgram;
|
||||
|
||||
LL_PROFILE_GPU_ZONE("haze");
|
||||
bindDeferredShader(haze_shader);
|
||||
|
||||
haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
|
||||
|
||||
static LLStaticHashedString above_water_str("above_water");
|
||||
haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
|
||||
|
||||
if (LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
|
||||
// full screen blit
|
||||
mScreenTriangleVB->setBuffer();
|
||||
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
//render water patches like LLDrawPoolWater does
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
|
||||
LLGLDisable cull(GL_CULL_FACE);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
gGL.loadMatrix(gGLModelView);
|
||||
|
||||
if (mWaterPool)
|
||||
{
|
||||
mWaterPool->pushFaceGeometry();
|
||||
}
|
||||
}
|
||||
|
||||
unbindDeferredShader(haze_shader);
|
||||
|
||||
|
||||
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
|
||||
{
|
||||
//construct frustum
|
||||
|
|
|
|||
|
|
@ -318,6 +318,16 @@ public:
|
|||
void unbindReflectionProbes(LLGLSLShader& shader);
|
||||
|
||||
void renderDeferredLighting();
|
||||
|
||||
// apply atmospheric haze based on contents of color and depth buffer
|
||||
// should be called just before rendering water when camera is under water
|
||||
// and just before rendering alpha when camera is above water
|
||||
void doAtmospherics();
|
||||
|
||||
// apply water haze based on contents of color and depth buffer
|
||||
// should be called just before rendering pre-water alpha objects
|
||||
void doWaterHaze();
|
||||
|
||||
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
|
||||
|
||||
void generateSunShadow(LLCamera& camera);
|
||||
|
|
|
|||
|
|
@ -6487,7 +6487,7 @@ Are you sure you want to delete them?
|
|||
Delete the image for this item? There is no undo.
|
||||
<tag>confirm</tag>
|
||||
<usetemplate
|
||||
ignoretext="Confirm before deleting a thumbnail."
|
||||
ignoretext="Warn me that thumbnail will be permanently removed"
|
||||
name="okcancelignore"
|
||||
notext="Cancel"
|
||||
yestext="Delete"/>
|
||||
|
|
@ -7516,7 +7516,7 @@ Please try again.
|
|||
You have placed a reflection probe, but 'Select Reflection Probes' is disabled. To be able to select reflection probes, check Build > Options > Select Reflection Probes.
|
||||
<tag>confirm</tag>
|
||||
<usetemplate
|
||||
ignoretext="Warn if 'Select Reflection Probes' is disabled."
|
||||
ignoretext="Warn if Reflection Probes selection is disabled."
|
||||
name="okignore"
|
||||
yestext="OK"/>
|
||||
</notification>
|
||||
|
|
|
|||
Loading…
Reference in New Issue