Merge
commit
c1faabe951
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@ -688,6 +688,7 @@ F64 LLSettingsBlender::setBlendFactor(const LLSettingsBase::BlendFactor& blendf_
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return blendf;
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}
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mTarget->blend(mFinal, blendf);
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mTarget->update();
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}
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else
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{
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@ -702,6 +703,7 @@ void LLSettingsBlender::triggerComplete()
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if (mTarget)
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mTarget->replaceSettings(mFinal->getSettings());
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LLSettingsBlender::ptr_t hold = shared_from_this(); // prevents this from deleting too soon
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mTarget->update();
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mOnFinished(shared_from_this());
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}
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@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl);
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vec2 encode_normal (vec3 n);
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vec3 decode_normal (vec2 enc);
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vec3 scaleFragSoftClip(vec3 l);
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vec3 scaleSoftClipFrag(vec3 l);
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vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
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vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
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vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
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@ -312,7 +312,7 @@ void main()
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//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
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color.rgb = atmosFragLighting(color.rgb, additive, atten);
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color.rgb = scaleFragSoftClip(color.rgb);
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color.rgb = scaleSoftClipFrag(color.rgb);
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vec4 light = vec4(0,0,0,0);
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@ -42,8 +42,8 @@ vec3 linear_to_srgb(vec3 cl);
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vec3 atmosFragAmbient(vec3 l, vec3 ambient);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 scaleFragSoftClip(vec3 l);
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vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
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vec3 scaleSoftClipFrag(vec3 l);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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@ -406,7 +406,7 @@ void main()
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col.rgb *= ambient;
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col.rgb = col.rgb + atmosFragAffectDirectionalLight(final_da, sunlit);
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col.rgb = col.rgb + (final_da * sunlit);
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col.rgb *= gamma_diff.rgb;
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@ -455,7 +455,7 @@ void main()
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//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
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col = atmosFragLighting(col, additive, atten);
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col = scaleFragSoftClip(col);
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col = scaleSoftClipFrag(col);
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//convert to linear space before adding local lights
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col = srgb_to_linear(col);
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@ -69,13 +69,7 @@ vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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vec3 decode_normal (vec2 enc);
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vec3 atmosFragAmbient(vec3 l, vec3 ambient);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 scaleFragSoftClip(vec3 l);
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vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
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vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten);
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vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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vec4 getPosition_d(vec2 pos_screen, float depth)
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@ -123,22 +117,20 @@ void main()
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vec3 col;
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float bloom = 0.0;
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{
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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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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
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col = atmosFragAmbient(vec3(0), amblit);
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float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0-ambient);
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ambient = (1.0 - ambient);
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col.rgb *= ambient;
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col += atmosFragAffectDirectionalLight(final_da, sunlit);
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col = amblit;
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col += (final_da * sunlit);
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col *= ambient;
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col *= diffuse.rgb;
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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@ -174,9 +166,7 @@ void main()
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if (norm.w < 0.5)
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{
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vec3 add = additive;
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col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
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col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
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col = atmosFragLighting(col, additive, atten);
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}
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#ifdef WATER_FOG
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@ -187,7 +177,6 @@ void main()
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col = srgb_to_linear(col);
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//col = vec3(1,0,1);
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//col.g = envIntensity;
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}
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@ -23,6 +23,24 @@
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* $/LicenseInfo$
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*/
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec3 srgb_to_linear(vec3 cs)
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{
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vec3 low_range = cs / vec3(12.92);
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@ -73,6 +73,7 @@ VARYING vec4 vary_position;
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vec3 srgb_to_linear(vec3 cs);
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vec2 encode_normal(vec3 n);
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vec3 scaleSoftClipFrag(vec3 l);
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vec3 BlendNormal(vec3 bump1, vec3 bump2)
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{
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@ -175,7 +176,7 @@ void main()
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color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.rgb = scaleSoftClipFrag(color.rgb);
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color.a = spec * sunAngle2;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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@ -60,3 +60,7 @@ vec3 linear_to_srgb(vec3 cl)
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}
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vec3 ColorFromRadiance(vec3 radiance)
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{
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return vec3(1.0) - exp(-radiance * 0.0001);
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}
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@ -59,8 +59,10 @@ void main()
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vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
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/// Add WL Components
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outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
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//outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
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outColor.rgb = atmosLighting(outColor.rgb);
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frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
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}
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@ -71,7 +71,7 @@ void main()
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/// Potentially better without it for water.
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pos /= pos.w;
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vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
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vec4 color = calcLighting(pos.xyz, norm, vec4(0), vec4(1));
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vertex_color = color;
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@ -26,7 +26,7 @@
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uniform int no_atmo;
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uniform vec4 gamma;
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vec3 scaleFragSoftClip(vec3 light)
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vec3 scaleSoftClipFrag(vec3 light)
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{
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// For compatibility with lower cards. Do nothing.
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return light;
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@ -35,16 +35,19 @@ vec3 scaleFragSoftClip(vec3 light)
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light)
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{
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// For compatibility with lower cards. Do nothing.
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return scaleFragSoftClip(light);
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// For compatibility with lower cards. Do nothing
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return light;
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}
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vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten)
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vec3 fullbrightScaleSoftClipFrag(vec3 light)
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{
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return (no_atmo == 1) ? light : mix(scaleFragSoftClip(light.rgb), light.rgb, atten);
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// For compatibility with lower cards. Do nothing
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return light;
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}
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vec3 fullbrightScaleSoftClip(vec3 light) {
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return fullbrightScaleSoftClipFrag(light, vec3(1));
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vec3 fullbrightScaleSoftClip(vec3 light)
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{
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// For compatibility with lower cards. Do nothing
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return light;
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}
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@ -25,37 +25,19 @@
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uniform int no_atmo;
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vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return light;
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}
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vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return light;
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}
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vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive)
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vec3 atmosTransport(vec3 light)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return light;
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}
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vec3 atmosTransport(vec3 light)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return atmosFragTransport(light, vec3(1), vec3(0));
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}
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vec3 fullbrightAtmosTransport(vec3 light)
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{
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return fullbrightFragAtmosTransport(light, vec3(1), vec3(0));
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return light;
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}
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vec3 fullbrightShinyAtmosTransport(vec3 light)
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{
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return fullbrightFragShinyAtmosTransport(light, vec3(1), vec3(0));
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return light;
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}
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@ -1,5 +1,5 @@
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/**
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* @file softenLightF.glsl
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* @file class2/deferred/softenLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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@ -72,17 +72,43 @@ VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform int no_atmo;
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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 decode_normal (vec2 enc);
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vec3 atmosFragAmbient(vec3 l, vec3 ambient);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 scaleFragSoftClip(vec3 l);
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vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten);
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vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 fullbrightScaleSoftClipFrag(vec3 l);
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vec3 scaleSoftClipFrag(vec3 l);
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vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
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if (no_atmo == 0)
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{
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light *= atten.r;
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light += additive * 2.0;
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}
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return light;
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}
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
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}
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vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
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}
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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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@ -121,7 +147,6 @@ void main()
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float light_gamma = 1.0/1.3;
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da = pow(da, light_gamma);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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//convert to gamma space
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@ -136,27 +161,23 @@ void main()
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scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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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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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
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col = atmosFragAmbient(vec3(0), amblit);
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float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0-ambient);
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col.rgb *= ambient;
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col.rgb = ambient * amblit;
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col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
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col += sunlit * max(min(da, scol), 0.0);
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col *= diffuse.rgb;
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@ -173,7 +194,6 @@ void main()
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bloom = dot(spec_contrib, spec_contrib) / 6;
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col += spec_contrib;
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}
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col = mix(col, diffuse.rgb, diffuse.a);
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@ -186,13 +206,12 @@ void main()
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if (norm.w < 0.5)
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{
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vec3 add = additive;
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col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
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col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
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col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col), diffuse.a);
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}
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#ifdef WATER_FOG
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vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
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vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
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col = fogged.rgb;
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bloom = fogged.a;
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#endif
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@ -43,17 +43,7 @@ uniform float scene_light_strength;
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uniform mat3 ssao_effect_mat;
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uniform int no_atmo;
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vec3 scaleFragSoftClip(vec3 light)
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{
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if (no_atmo == 1)
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{
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return light;
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}
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//soft clip effect:
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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vec3 scaleSoftClipFrag(vec3 light);
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vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
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{
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@ -30,8 +30,8 @@ uniform int no_atmo;
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vec3 getAtmosAttenuation();
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light) {
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vec3 scaleSoftClipFrag(vec3 light)
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{
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if (no_atmo == 1)
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{
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return light;
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@ -39,16 +39,21 @@ vec3 scaleSoftClip(vec3 light) {
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//soft clip effect:
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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||||
vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten)
|
||||
vec3 scaleSoftClip(vec3 light)
|
||||
{
|
||||
return (no_atmo == 1) ? light : mix(scaleSoftClip(light.rgb), light.rgb, atten);
|
||||
return scaleSoftClipFrag(light);
|
||||
}
|
||||
|
||||
vec3 fullbrightScaleSoftClip(vec3 light) {
|
||||
return (no_atmo == 1) ? light : fullbrightScaleSoftClipFrag(light.rgb, getAtmosAttenuation());
|
||||
vec3 fullbrightScaleSoftClipFrag(vec3 light)
|
||||
{
|
||||
return scaleSoftClipFrag(light.rgb);
|
||||
}
|
||||
|
||||
vec3 fullbrightScaleSoftClip(vec3 light)
|
||||
{
|
||||
return fullbrightScaleSoftClipFrag(light.rgb);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -115,7 +115,6 @@ void main()
|
|||
float light_gamma = 1.0/1.3;
|
||||
da = pow(da, light_gamma);
|
||||
|
||||
|
||||
vec4 diffuse = texture2DRect(diffuseRect, tc);
|
||||
|
||||
//convert to gamma space
|
||||
|
|
@ -133,14 +132,6 @@ void main()
|
|||
|
||||
float ambocc = scol_ambocc.g;
|
||||
|
||||
vec3 sunlit;
|
||||
vec3 amblit;
|
||||
vec3 additive;
|
||||
vec3 atten;
|
||||
|
||||
//calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
|
||||
//col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
|
|
@ -158,8 +149,7 @@ void main()
|
|||
bloom = dot(spec_contrib, spec_contrib) / 6;
|
||||
col += spec_contrib;
|
||||
}
|
||||
|
||||
|
||||
|
||||
col = mix(col, diffuse.rgb, diffuse.a);
|
||||
|
||||
if (envIntensity > 0.0)
|
||||
|
|
@ -169,12 +159,6 @@ void main()
|
|||
col = mix(col.rgb, refcol, envintensity);
|
||||
}
|
||||
|
||||
if (norm.w < 0.5)
|
||||
{
|
||||
//col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a);
|
||||
//col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
|
||||
}
|
||||
|
||||
#ifdef WATER_FOG
|
||||
vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
|
||||
col = fogged.rgb;
|
||||
|
|
|
|||
|
|
@ -42,13 +42,7 @@ uniform vec4 glow;
|
|||
uniform float scene_light_strength;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
vec3 scaleFragSoftClip(vec3 light)
|
||||
{
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
return light;
|
||||
}
|
||||
vec3 scaleSoftClipFrag(vec3 light);
|
||||
|
||||
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -32,41 +32,42 @@ vec3 getAtmosAttenuation();
|
|||
|
||||
uniform int no_atmo;
|
||||
|
||||
vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {
|
||||
if (no_atmo == 0)
|
||||
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
|
||||
if (no_atmo == 1)
|
||||
{
|
||||
light *= atten.r;
|
||||
light += additive * 2.0;
|
||||
return light;
|
||||
}
|
||||
light *= atten.r;
|
||||
light += additive * 2.0;
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
|
||||
if (no_atmo)
|
||||
{
|
||||
return light;
|
||||
}
|
||||
loat brightness = dot(light.rgb, vec3(0.33333));
|
||||
return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness);
|
||||
}
|
||||
|
||||
vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
|
||||
if (no_atmo)
|
||||
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
|
||||
if (no_atmo == 1)
|
||||
{
|
||||
return light;
|
||||
}
|
||||
float brightness = dot(light.rgb, vec3(0.33333));
|
||||
return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
|
||||
return mix(atmosTransportFrag(light.rgb, additive,a tten), light.rgb + additive.rgb, brightness * brightness);
|
||||
}
|
||||
|
||||
vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) {
|
||||
if (no_atmo == 1)
|
||||
{
|
||||
return light;
|
||||
}
|
||||
float brightness = dot(light.rgb, vec3(0.33333));
|
||||
return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
|
||||
}
|
||||
|
||||
vec3 atmosTransport(vec3 light) {
|
||||
return no_atmo ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor());
|
||||
return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
|
||||
}
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light) {
|
||||
return no_atmo ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
|
||||
return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation());
|
||||
}
|
||||
|
||||
vec3 fullbrightShinyAtmosTransport(vec3 light) {
|
||||
return no_atmo ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
|
||||
return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -478,6 +478,12 @@ void LLViewerShaderMgr::setShaders()
|
|||
&& (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
|
||||
&& gSavedSettings.getBOOL("VertexShaderEnable"))
|
||||
{
|
||||
bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
|
||||
bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
|
||||
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
|
||||
bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
|
||||
bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
|
||||
|
||||
//using shaders, disable fixed function
|
||||
LLGLSLShader::sNoFixedFunction = true;
|
||||
|
||||
|
|
@ -485,7 +491,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
S32 env_class = 2;
|
||||
S32 obj_class = 2;
|
||||
S32 effect_class = 2;
|
||||
S32 wl_class = 3;
|
||||
S32 wl_class = 2;
|
||||
S32 water_class = 2;
|
||||
S32 deferred_class = 2;
|
||||
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
|
||||
|
|
@ -495,31 +501,22 @@ void LLViewerShaderMgr::setShaders()
|
|||
{
|
||||
transform_class = 0;
|
||||
}
|
||||
|
||||
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
|
||||
gSavedSettings.getBOOL("RenderDeferred") &&
|
||||
gSavedSettings.getBOOL("RenderAvatarVP") &&
|
||||
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
|
||||
|
||||
if (useRenderDeferred && doingWindLight)
|
||||
{
|
||||
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
|
||||
{ //shadows
|
||||
deferred_class = 2;
|
||||
}
|
||||
else
|
||||
{ //no shadows
|
||||
deferred_class = 1;
|
||||
}
|
||||
//shadows
|
||||
switch (shadow_detail)
|
||||
{
|
||||
case 0: deferred_class = 1; break; // no shadows
|
||||
case 1: deferred_class = 2; break; // PCF shadows
|
||||
case 2: deferred_class = 2; break; // PCF shadows
|
||||
case 3: deferred_class = 3; break; // VSM shadows
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// clamp to WL class 2 if we have disabled adv atmo (class 3)
|
||||
if (!gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
|
||||
{
|
||||
wl_class = llmin(wl_class, 2);
|
||||
}
|
||||
|
||||
bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
|
||||
bool useWindLightShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
|
||||
if (!hasWindLightShaders || !useWindLightShaders)
|
||||
|
||||
if (!doingWindLight)
|
||||
{
|
||||
// user has disabled WindLight in their settings, downgrade
|
||||
// windlight shaders to stub versions.
|
||||
|
|
@ -545,6 +542,15 @@ void LLViewerShaderMgr::setShaders()
|
|||
mVertexShaderLevel[SHADER_TRANSFORM] = transform_class;
|
||||
|
||||
BOOL loaded = loadBasicShaders();
|
||||
if (loaded)
|
||||
{
|
||||
LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
|
||||
}
|
||||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
|
||||
if (loaded)
|
||||
{
|
||||
|
|
@ -553,6 +559,16 @@ void LLViewerShaderMgr::setShaders()
|
|||
|
||||
// Load all shaders to set max levels
|
||||
loaded = loadShadersEnvironment();
|
||||
|
||||
if (loaded)
|
||||
{
|
||||
LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
|
||||
}
|
||||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
|
||||
if (loaded)
|
||||
{
|
||||
|
|
@ -564,6 +580,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -577,6 +594,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -590,6 +608,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -603,6 +622,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -617,6 +637,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
else
|
||||
{
|
||||
LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -635,7 +656,9 @@ void LLViewerShaderMgr::setShaders()
|
|||
|
||||
// Set the actual level
|
||||
mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
|
||||
loadShadersAvatar();
|
||||
loaded = loadShadersAvatar();
|
||||
llassert(loaded);
|
||||
|
||||
if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class)
|
||||
{
|
||||
if (mVertexShaderLevel[SHADER_AVATAR] == 0)
|
||||
|
|
@ -668,6 +691,7 @@ void LLViewerShaderMgr::setShaders()
|
|||
loadShadersAvatar(); // unloads
|
||||
|
||||
loaded = loadShadersObject();
|
||||
llassert(loaded);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -692,6 +716,8 @@ void LLViewerShaderMgr::setShaders()
|
|||
}
|
||||
}
|
||||
|
||||
llassert(loaded);
|
||||
|
||||
if (loaded && !loadShadersDeferred())
|
||||
{ //everything else succeeded but deferred failed, disable deferred and try again
|
||||
gSavedSettings.setBOOL("RenderDeferred", FALSE);
|
||||
|
|
@ -955,10 +981,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
|
|||
std::vector<S32> index_channels;
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
|
||||
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
|
||||
|
|
@ -1025,6 +1051,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
|
|||
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
|
||||
success = gTerrainProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (!success)
|
||||
|
|
@ -1064,6 +1091,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
|
||||
success = gWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1078,6 +1106,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
|
||||
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
success = gUnderWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1096,6 +1125,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
|
||||
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
|
||||
llassert(terrainWaterSuccess);
|
||||
}
|
||||
|
||||
/// Keep track of water shader levels
|
||||
|
|
@ -1249,6 +1279,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1261,6 +1292,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1272,6 +1304,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1283,6 +1316,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1294,6 +1328,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1307,6 +1342,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1319,6 +1355,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1346,7 +1383,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
|
||||
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
llassert(success);
|
||||
|
||||
// Hack to include uniforms for lighting without linking in lighting file
|
||||
gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
|
||||
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
|
||||
|
|
@ -1361,6 +1399,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredBumpProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
|
||||
|
|
@ -1401,6 +1440,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
|
||||
|
||||
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
|
||||
gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
|
||||
gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
|
||||
gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;
|
||||
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
|
||||
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
|
||||
|
|
@ -1412,6 +1453,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
|
||||
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1436,6 +1478,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
|
||||
|
|
@ -1447,6 +1491,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
|
||||
success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
|
||||
llassert(success);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1478,6 +1523,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredTreeProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1488,6 +1534,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1501,6 +1548,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredImpostorProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1513,6 +1561,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
|
||||
|
|
@ -1527,6 +1576,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
|
||||
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1541,6 +1591,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1554,6 +1605,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1582,6 +1634,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredSunProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1594,6 +1647,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1605,6 +1659,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredAlphaProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredAlphaProgram.mFeatures.hasGamma = true;
|
||||
gDeferredAlphaProgram.mFeatures.decodesNormal = true;
|
||||
gDeferredAlphaProgram.mFeatures.encodesNormal = true;
|
||||
gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
|
||||
|
|
@ -1628,6 +1683,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAlphaProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
// Hack
|
||||
gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
|
||||
|
|
@ -1665,6 +1721,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
// Hack
|
||||
gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
|
||||
|
|
@ -1680,6 +1737,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;
|
||||
gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
|
||||
gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
|
|
@ -1704,6 +1762,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
// Hack
|
||||
gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true;
|
||||
|
|
@ -1719,11 +1778,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
|
||||
gDeferredAvatarEyesProgram.mShaderFiles.clear();
|
||||
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1733,12 +1794,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
|
||||
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredFullbrightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1748,6 +1811,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
|
||||
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
|
|
@ -1755,6 +1819,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
|
||||
gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1765,6 +1830,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
|
|
@ -1773,6 +1839,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
|
||||
success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1783,6 +1850,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
|
|
@ -1792,6 +1860,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
|
||||
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
|
||||
success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1806,6 +1875,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1822,6 +1892,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1837,6 +1908,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1851,6 +1923,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredEmissiveProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1867,6 +1940,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
success = gDeferredWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1884,6 +1958,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredUnderWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1894,7 +1969,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSoftenProgram.mFeatures.decodesNormal = true;
|
||||
gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredSoftenProgram.mFeatures.hasTransport = true;
|
||||
gDeferredSoftenProgram.mFeatures.hasGamma = true;
|
||||
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
|
|
@ -1908,6 +1982,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
|
||||
success = gDeferredSoftenProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1925,7 +2000,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
|
||||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
|
|
@ -1934,6 +2008,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
|
||||
success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1945,6 +2020,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
|
||||
success = gDeferredShadowProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1956,6 +2032,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
|
||||
gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1968,6 +2045,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
|
||||
gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1980,6 +2058,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
|
||||
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -1992,6 +2071,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
|
||||
gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2003,6 +2083,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredTerrainProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2015,6 +2096,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredAvatarProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2042,6 +2124,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
|
||||
|
|
@ -2056,6 +2139,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostGammaCorrectProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2066,6 +2150,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gFXAAProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2076,6 +2161,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2086,6 +2172,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredCoFProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2096,6 +2183,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2106,6 +2194,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
@ -2118,12 +2207,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
|
||||
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredWLSkyProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_WINDLIGHT];
|
||||
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
|
||||
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
|
||||
{
|
||||
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
|
||||
}
|
||||
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -2137,12 +2222,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
|
||||
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredWLCloudProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_WINDLIGHT];
|
||||
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
|
||||
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
|
||||
{
|
||||
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
|
||||
}
|
||||
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -2192,6 +2273,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
success = gDeferredStarProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
|
|||
Loading…
Reference in New Issue