commit
c6da3dfd2f
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@ -0,0 +1,42 @@
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/**
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* @file previewPhysicsF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2D diffuseMap;
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uniform vec4 color;
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VARYING vec2 vary_texcoord0;
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//====================================================================================================
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void main()
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{
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frag_color = texture2D(diffuseMap,vary_texcoord0.xy) * color;
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}
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@ -0,0 +1,42 @@
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/**
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* @file previewPhysicsV.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec2 vary_texcoord0;
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//====================================================================================================
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void main()
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{
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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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}
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@ -3285,6 +3285,14 @@ BOOL LLModelPreview::render()
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if (!physics.mMesh.empty())
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{ //render hull instead of mesh
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// SL-16993 physics.mMesh[i].mNormals were being used to light the exploded
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// analyzed physics shape but the drawArrays() interface changed
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// causing normal data <0,0,0> to be passed to the shader.
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// The Phyics Preview shader uses plain vertex coloring so the physics hull is full lit.
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// We could also use interface/ui shaders.
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gObjectPreviewProgram.unbind();
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gPhysicsPreviewProgram.bind();
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for (U32 i = 0; i < physics.mMesh.size(); ++i)
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{
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if (explode > 0.f)
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@ -3312,6 +3320,9 @@ BOOL LLModelPreview::render()
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gGL.popMatrix();
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}
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}
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gPhysicsPreviewProgram.unbind();
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gObjectPreviewProgram.bind();
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}
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}
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}
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@ -102,6 +102,7 @@ LLGLSLShader gSkinnedObjectSimpleProgram;
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LLGLSLShader gObjectSimpleImpostorProgram;
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LLGLSLShader gSkinnedObjectSimpleImpostorProgram;
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LLGLSLShader gObjectPreviewProgram;
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LLGLSLShader gPhysicsPreviewProgram;
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LLGLSLShader gObjectSimpleWaterProgram;
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LLGLSLShader gSkinnedObjectSimpleWaterProgram;
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LLGLSLShader gObjectSimpleAlphaMaskProgram;
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@ -758,6 +759,7 @@ void LLViewerShaderMgr::unloadShaders()
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gObjectSimpleImpostorProgram.unload();
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gSkinnedObjectSimpleImpostorProgram.unload();
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gObjectPreviewProgram.unload();
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gPhysicsPreviewProgram.unload();
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gImpostorProgram.unload();
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gObjectSimpleAlphaMaskProgram.unload();
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gSkinnedObjectSimpleAlphaMaskProgram.unload();
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@ -3021,6 +3023,24 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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gObjectPreviewProgram.mFeatures.hasLighting = true;
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}
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if (success)
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{
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gPhysicsPreviewProgram.mName = "Preview Physics Shader";
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gPhysicsPreviewProgram.mFeatures.calculatesLighting = false;
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gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false;
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gPhysicsPreviewProgram.mFeatures.hasGamma = false;
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gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
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gPhysicsPreviewProgram.mFeatures.hasLighting = false;
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gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
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gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true;
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gPhysicsPreviewProgram.mShaderFiles.clear();
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gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER_ARB));
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gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
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success = gPhysicsPreviewProgram.createShader(NULL, NULL);
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gPhysicsPreviewProgram.mFeatures.hasLighting = false;
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}
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if (success)
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{
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gObjectSimpleProgram.mName = "Simple Shader";
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@ -181,6 +181,7 @@ extern LLGLSLShader gOneTextureNoColorProgram;
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extern LLGLSLShader gObjectSimpleProgram;
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extern LLGLSLShader gObjectSimpleImpostorProgram;
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extern LLGLSLShader gObjectPreviewProgram;
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extern LLGLSLShader gPhysicsPreviewProgram;
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extern LLGLSLShader gObjectSimpleAlphaMaskProgram;
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extern LLGLSLShader gObjectSimpleWaterProgram;
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extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
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Reference in New Issue