Quick-and-dirty fix for Mac's OpenGL support lacking round and mix(x, y, bool)
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/**
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*
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* Copyright (c) 2018-2020, Kitty Barnett
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*
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* The source code in this file is provided to you under the terms of the
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* GNU Lesser General Public License, version 2.1, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. Terms of the LGPL can be found in doc/LGPL-licence.txt
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* in this distribution, or online at http://www.gnu.org/licenses/lgpl-2.1.txt
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*
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* By copying, modifying or distributing this software, you acknowledge that
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* you have read and understood your obligations described above, and agree to
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* abide by those obligations.
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*
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*/
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#extension GL_ARB_texture_rectangle : enable
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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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VARYING vec2 vary_fragcoord;
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect depthMap;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform int rlvEffectMode; // ESphereMode
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uniform vec4 rlvEffectParam1; // Sphere origin (in local coordinates)
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uniform vec4 rlvEffectParam2; // Min/max dist + min/max value
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uniform bvec2 rlvEffectParam3; // Min/max dist extend
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uniform vec4 rlvEffectParam4; // Sphere params (=color when using blend)
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uniform vec2 rlvEffectParam5; // Blur direction (not used for blend)
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#define SPHERE_ORIGIN rlvEffectParam1.xyz
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#define SPHERE_DISTMIN rlvEffectParam2.y
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#define SPHERE_DISTMAX rlvEffectParam2.w
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#define SPHERE_DISTEXTEND rlvEffectParam3
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#define SPHERE_VALUEMIN rlvEffectParam2.x
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#define SPHERE_VALUEMAX rlvEffectParam2.z
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#define SPHERE_PARAMS rlvEffectParam4
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#define BLUR_DIRECTION rlvEffectParam5.xy
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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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vec2 sc = pos_screen.xy * 2.0;
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sc /= screen_res;
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sc -= vec2(1.0, 1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0 * depth - 1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec3 blur13(sampler2DRect source, vec2 tc, vec2 direction)
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{
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.411764705882353) * direction;
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vec2 off2 = vec2(3.2941176470588234) * direction;
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vec2 off3 = vec2(5.176470588235294) * direction;
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color += texture2DRect(source, tc) * 0.1964825501511404;
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color += texture2DRect(source, tc + off1) * 0.2969069646728344;
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color += texture2DRect(source, tc - off1) * 0.2969069646728344;
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color += texture2DRect(source, tc + off2) * 0.09447039785044732;
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color += texture2DRect(source, tc - off2) * 0.09447039785044732;
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color += texture2DRect(source, tc + off3) * 0.010381362401148057;
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color += texture2DRect(source, tc - off3) * 0.010381362401148057;
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return color.xyz;
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}
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const float pi = 3.14159265;
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// http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
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vec3 blurVariable(sampler2DRect source, vec2 tc, float kernelSize, vec2 direction, float strength) {
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float numBlurPixelsPerSide = float(kernelSize / 2);
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// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
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vec3 incrementalGaussian;
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incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * strength);
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incrementalGaussian.y = exp(-0.5 / (strength * strength));
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incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
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vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
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float coefficientSum = 0.0;
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// Take the central sample first...
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avgValue += texture2DRect(source, tc) * incrementalGaussian.x;
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coefficientSum += incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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// Go through the remaining 8 vertical samples (4 on each side of the center)
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for (float i = 1.0; i <= numBlurPixelsPerSide; i++) {
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avgValue += texture2DRect(source, tc - i * direction) * incrementalGaussian.x;
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avgValue += texture2DRect(source, tc + i * direction) * incrementalGaussian.x;
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coefficientSum += 2.0 * incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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}
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return (avgValue / coefficientSum).rgb;
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}
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vec3 chromaticAberration(sampler2DRect source, vec2 tc, vec2 redDrift, vec2 blueDrift, float strength)
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{
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vec3 sourceColor = texture2DRect(source, tc).rgb;
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// Sample the color components
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vec3 driftColor;
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driftColor.r = texture2DRect(source, tc + redDrift).r;
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driftColor.g = sourceColor.g;
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driftColor.b = texture2DRect(source, tc + blueDrift).b;
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// Adjust the strength of the effect
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return mix(sourceColor, driftColor, strength);
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}
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void main()
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{
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vec2 fragTC = vary_fragcoord.st;
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float fragDepth = texture2DRect(depthMap, fragTC).x;
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vec3 fragPosLocal = getPosition_d(fragTC, fragDepth).xyz;
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float distance = length(fragPosLocal.xyz - SPHERE_ORIGIN);
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// Linear non-branching interpolation of the strength of the sphere effect (replaces if/elseif/else for x < min, min <= x <= max and x > max)
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float effectStrength = SPHERE_VALUEMIN + mix(0.0, SPHERE_VALUEMAX - SPHERE_VALUEMIN, (distance - SPHERE_DISTMIN) / (SPHERE_DISTMAX - SPHERE_DISTMIN));
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if (distance < SPHERE_DISTMIN)
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{
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effectStrength = SPHERE_DISTEXTEND.x ? SPHERE_VALUEMIN : 0.0;
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}
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else if (distance > SPHERE_DISTMAX)
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{
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effectStrength = SPHERE_DISTEXTEND.y ? SPHERE_VALUEMAX : 0.0;
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}
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vec3 fragColor;
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if (rlvEffectMode == 0) // Blend
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{
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fragColor = texture2DRect(diffuseRect, fragTC).rgb;
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fragColor = mix(fragColor, SPHERE_PARAMS.rgb, effectStrength);
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}
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else if (rlvEffectMode == 1) // Blur (fixed)
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{
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fragColor = blur13(diffuseRect, fragTC, effectStrength * BLUR_DIRECTION);
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}
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else if (rlvEffectMode == 2) // Blur (variable)
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{
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fragColor = texture2DRect(diffuseRect, fragTC).rgb;
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if (effectStrength > 0)
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{
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fragColor = blurVariable(diffuseRect, fragTC, SPHERE_PARAMS.x, BLUR_DIRECTION, effectStrength);
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}
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}
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else if (rlvEffectMode == 3) // ChromaticAberration
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{
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fragColor = chromaticAberration(diffuseRect, fragTC, SPHERE_PARAMS.xy, SPHERE_PARAMS.zw, effectStrength);
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}
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else if (rlvEffectMode == 4) // Pixelate
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{
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effectStrength = sign(effectStrength);
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float pixelWidth = max(1, floor(SPHERE_PARAMS.x * effectStrength)); float pixelHeight = max(1, floor(SPHERE_PARAMS.y * effectStrength));
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fragTC = vec2(pixelWidth * floor(fragTC.x / pixelWidth), pixelHeight * floor(fragTC.y / pixelHeight));
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fragColor = texture2DRect(diffuseRect, fragTC).rgb;
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}
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frag_color.rgb = fragColor;
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frag_color.a = 0.0;
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}
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@ -4144,7 +4144,11 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
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gRlvSphereProgram.mName = "RLVa Sphere Post Processing Shader";
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gRlvSphereProgram.mShaderFiles.clear();
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gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvV.glsl", GL_VERTEX_SHADER_ARB));
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#ifndef LL_DARWIN
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gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvF.glsl", GL_FRAGMENT_SHADER_ARB));
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#else
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gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvFMac.glsl", GL_FRAGMENT_SHADER_ARB));
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#endif
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gRlvSphereProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
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success = gRlvSphereProgram.createShader(NULL, NULL);
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}
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