SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.

master
RunitaiLinden 2023-11-16 16:46:12 -06:00
parent 361efcb926
commit bdb53fd56d
27 changed files with 366 additions and 729 deletions

View File

@ -81,14 +81,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
{
if (features->hasWaterFog)
{
if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
{
return FALSE;
}
}
else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@ -201,14 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred)
{
if (features->hasWaterFog)
{
if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
{
return FALSE;
}
}
else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@ -292,7 +278,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasWaterFog)
if (features->hasWaterFog || features->hasAtmospherics)
{
if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
{

View File

@ -35,9 +35,7 @@ in vec3 vary_position;
in vec4 vertex_color;
in vec2 vary_texcoord0;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
@ -86,18 +84,14 @@ void main()
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
#endif
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
color.a = final_alpha;
#endif
#ifndef IS_HUD
color.rgb = srgb_to_linear(color.rgb);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
vec4 fogged = applyWaterFogViewLinear(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
#endif
frag_color = max(color, vec4(0));

View File

@ -30,12 +30,12 @@ uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
vec3 getPositionEye();
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec4 applyWaterFogView(vec3 pos, vec4 color)
// get a water fog color that will apply the appropriate haze to a color given
// a blend function of (ONE, SOURCE_ALPHA)
vec4 getWaterFogViewNoClip(vec3 pos)
{
vec3 view = normalize(pos);
//normalize view vector
@ -67,38 +67,44 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
return color;
return vec4(srgb_to_linear(kc.rgb*L), D);
}
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
vec4 getWaterFogView(vec3 pos)
{
color.rgb = linear_to_srgb(color.rgb);
color = applyWaterFogView(pos, color);
color.rgb = srgb_to_linear(color.rgb);
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return vec4(0,0,0,1);
}
return getWaterFogViewNoClip(pos);
}
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogView(pos);
color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogViewNoClip(pos);
color.rgb *= fogged.a;
color.rgb += fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return color;
}
return applyWaterFogViewLinearNoClip(pos, color, sunlit);
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
return applyWaterFogViewLinear(pos, color, vec3(1));
}
vec4 applyWaterFog(vec4 color)
{
//normalize view vector
return applyWaterFogViewLinear(getPositionEye(), color);
return applyWaterFogViewLinearNoClip(pos, color);
}

View File

@ -30,7 +30,6 @@ vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;

View File

@ -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);

View File

@ -44,5 +44,5 @@ vec3 getAdditiveColor()
vec3 getAtmosAttenuation()
{
return vec3(vary_AtmosAttenuation);
return vary_AtmosAttenuation;
}

View File

@ -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;

View File

@ -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;
}

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@ -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;
}

View File

@ -65,9 +65,7 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
@ -270,12 +268,6 @@ 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 +283,10 @@ void main()
// sum local light contrib in linear colorspace
color.rgb += light.rgb;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color = applyWaterFogViewLinear(pos.xyz, color);
#endif // #else // FOR_IMPOSTOR
#ifdef IS_HUD

View File

@ -84,9 +84,7 @@ 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 applyWaterFogViewLinear(vec3 pos, 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 +226,6 @@ 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 +241,11 @@ void main()
color.rgb += light.rgb;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0));
color = temp.rgb;
float a = basecolor.a*vertex_color.a;
frag_color = max(vec4(color.rgb,a), vec4(0));

View File

@ -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);
@ -84,6 +86,7 @@ void main()
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
color = applyWaterFogViewLinear(pos.xyz, color);
#endif
color.a = 1.0;

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@ -0,0 +1,109 @@
/**
* @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);
vec3 amblit_linear = amblit;
bool do_atmospherics = false;
// mask off atmospherics below water
if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
//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;
}

View File

@ -37,9 +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
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFragLinear(vec3 l);
@ -386,13 +384,6 @@ 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 +399,11 @@ void main()
color += light;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0));
color = temp.rgb;
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;

View File

@ -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;
}

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@ -0,0 +1,58 @@
/**
* @file class3/deferred/waterHazeF.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;
// Inputs
in vec2 vary_fragcoord;
uniform sampler2D normalMap;
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
vec4 getWaterFogView(vec3 pos);
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture(normalMap, tc);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
//should only be true of WL sky, just port over base color value
discard;
}
vec4 fogged = getWaterFogView(pos.xyz);
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;
}

View File

@ -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 +77,5 @@ void main()
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb), vec4(0));
}

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@ -34,7 +34,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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);
@ -223,7 +223,6 @@ 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);
#endif

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@ -178,27 +178,24 @@ 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;
@ -727,11 +724,6 @@ 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)
{

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@ -509,14 +509,7 @@ 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

View File

@ -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)
{

View File

@ -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;

View File

@ -983,7 +983,7 @@ 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];
{

View File

@ -50,6 +50,7 @@
#include "llquaternion.h"
#include "llwindow.h" // getPixelAspectRatio()
#include "lltracerecording.h"
#include "llenvironment.h"
// System includes
#include <iomanip> // for setprecision
@ -96,35 +97,37 @@ LLViewerCamera::LLViewerCamera() : LLCamera()
gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
}
void LLViewerCamera::updateCameraLocation(const LLVector3 &center,
const LLVector3 &up_direction,
const LLVector3 &point_of_interest)
void LLViewerCamera::updateCameraLocation(const LLVector3 &center, 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 = gAgent.getRegion();
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);
}
LLVector3 origin = center;
if (LLEnvironment::instance().getCurrentWater()->getFogMod() != 1.f)
{
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);

View File

@ -99,7 +99,6 @@ LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
//environment shaders
LLGLSLShader gWaterProgram;
@ -138,7 +137,6 @@ LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTerrainWaterProgram;
LLGLSLShader gDeferredTreeProgram;
LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredSkinnedTreeShadowProgram;
@ -149,9 +147,10 @@ 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;
@ -171,8 +170,6 @@ LLGLSLShader gHUDAlphaProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredAlphaImpostorProgram;
LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
LLGLSLShader gDeferredAlphaWaterProgram;
LLGLSLShader gDeferredSkinnedAlphaWaterProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gHUDFullbrightProgram;
@ -180,12 +177,6 @@ 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;
@ -215,7 +206,6 @@ LLGLSLShader gDeferredBufferVisualProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gHUDPBROpaqueProgram;
LLGLSLShader gPBRGlowProgram;
LLGLSLShader gPBRGlowSkinnedProgram;
@ -224,8 +214,6 @@ 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)
@ -258,30 +246,22 @@ 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);
@ -291,17 +271,14 @@ 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);
@ -594,7 +571,6 @@ 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 ) );
@ -674,7 +650,6 @@ 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] ) );
@ -908,7 +883,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
gDeferredTerrainWaterProgram.unload();
gDeferredLightProgram.unload();
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
{
@ -919,7 +893,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
@ -937,20 +910,12 @@ 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();
@ -984,7 +949,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
gDeferredMaterialWaterProgram[i].unload();
}
gHUDPBROpaqueProgram.unload();
@ -993,8 +957,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
gDeferredPBRAlphaWaterProgram.unload();
gDeferredSkinnedPBRAlphaWaterProgram.unload();
return TRUE;
}
@ -1084,15 +1046,6 @@ 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)
@ -1158,77 +1111,6 @@ 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;
@ -1240,15 +1122,6 @@ 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";
@ -1356,62 +1229,6 @@ 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;
@ -1737,68 +1554,6 @@ 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";
@ -1825,6 +1580,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
@ -1860,6 +1616,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
@ -1933,71 +1690,6 @@ 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";
@ -2084,40 +1776,53 @@ 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.hasWaterFog = true;
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/softenLightV.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)
{
@ -2277,31 +1982,6 @@ 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";
@ -2331,6 +2011,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true;
gDeferredAvatarAlphaProgram.mFeatures.hasWaterFog = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
@ -2660,24 +2341,6 @@ 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";

View File

@ -175,7 +175,6 @@ extern LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gSkinnedObjectBumpProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
//environment shaders
extern LLGLSLShader gWaterProgram;
@ -211,7 +210,6 @@ extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredBumpProgram;
extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTerrainWaterProgram;
extern LLGLSLShader gDeferredTreeProgram;
extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
@ -219,10 +217,11 @@ 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;
@ -251,10 +250,6 @@ 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;
@ -271,12 +266,10 @@ extern LLGLSLShader gDeferredBufferVisualProgram;
// 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

View File

@ -7875,7 +7875,7 @@ 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");
@ -7904,7 +7904,7 @@ 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);
@ -8056,7 +8056,7 @@ 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++;
@ -8105,8 +8105,8 @@ 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;
@ -8124,11 +8124,11 @@ 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++;
@ -8154,12 +8154,56 @@ void LLPipeline::renderDeferredLighting()
}
if (RenderDeferredAtmospheric)
{
LLGLEnable blend(GL_BLEND);
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA);
gGL.setColorMask(true, false);
for (U32 i = 0; i < 2; ++i)
{
// apply haze
LLGLSLShader &haze_shader = i == 0 ? gHazeProgram : gHazeWaterProgram;
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - haze");
LL_PROFILE_GPU_ZONE("haze");
bindDeferredShader(haze_shader);
static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f);
static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f);
static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale");
static LLStaticHashedString ssao_max_str("ssao_irradiance_max");
haze_shader.uniform1f(ssao_scale_str, ssao_scale);
haze_shader.uniform1f(ssao_max_str, ssao_max);
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);
}
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,