SL-19709 Fix for fullbright shiny not factoring out exposure and flickering fullbright alpha. Incidental decruft.

master
RunitaiLinden 2023-05-15 11:01:24 -05:00
parent e3f9244375
commit cdc9852f05
12 changed files with 70 additions and 128 deletions

View File

@ -89,7 +89,6 @@ LLShaderFeatures::LLShaderFeatures()
, isAlphaLighting(false)
, isSpecular(false)
, hasWaterFog(false)
, hasTransport(false)
, hasSkinning(false)
, hasObjectSkinning(false)
, hasAtmospherics(false)

View File

@ -276,7 +276,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
if (features->hasAtmospherics || features->isDeferred || features->hasTransport)
if (features->hasAtmospherics || features->isDeferred)
{
if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
return FALSE;
@ -288,14 +288,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
if (features->hasTransport)
{
if (!shader->attachFragmentObject("windlight/transportF.glsl"))
{
return FALSE;
}
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasWaterFog)
{

View File

@ -699,6 +699,16 @@ bool LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_of
}
}
LLVector4a* v = (LLVector4a*)mMappedData;
for (U32 i = start; i <= end; ++i)
{
if (!v->isFinite3())
{
LL_ERRS() << "Non-finite vertex position data detected." << LL_ENDL;
}
}
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
if (shader && shader->mFeatures.mIndexedTextureChannels > 1)

View File

@ -29,8 +29,6 @@
out vec4 frag_color;
vec3 fullbrightAtmosTransport(vec3 light);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;

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@ -45,7 +45,8 @@ vec3 srgb_to_linear(vec3 cs);
vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
vec3 linear_to_srgb(vec3 cl);
vec3 fullbrightAtmosTransport(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
@ -79,8 +80,18 @@ void main()
color.rgb *= vertex_color.rgb;
#ifdef WATER_FOG
vec3 pos = vary_position;
#ifndef IS_HUD
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
#endif
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
@ -92,7 +103,7 @@ void main()
color.rgb = legacy_adjust(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
color.rgb = legacy_adjust_fullbright(color.rgb);
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
frag_color = max(color, vec4(0));

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@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
void main()

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@ -125,6 +125,6 @@ vec3 legacy_adjust(vec3 c)
vec3 legacy_adjust_fullbright(vec3 c)
{
float exp_scale = texture(exposureMap, vec2(0.5, 0.5)).r;
return c / exp_scale * 1.34;
return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty
}

View File

@ -1,60 +0,0 @@
/**
* @file class2\wl\transportF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
//////////////////////////////////////////////////////////
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
// the below implementations are deprecated but remain here as adapters for shaders that haven't been refactored yet
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
return atmosFragLighting(light, additive, atten);
}
vec3 atmosTransport(vec3 light)
{
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
return atmosTransportFrag(light, additive, atten);
}
vec3 fullbrightAtmosTransport(vec3 light)
{
return atmosTransport(light);
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
return atmosTransport(light);
}

View File

@ -43,8 +43,9 @@ VARYING vec3 vary_position;
uniform samplerCube environmentMap;
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 linear_to_srgb(vec3 c);
@ -84,10 +85,13 @@ void main()
vec3 norm = normalize(vary_texcoord1.xyz);
vec4 spec = vec4(0,0,0,0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = legacy_adjust(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = legacy_adjust_fullbright(color.rgb);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
color.a = 1.0;

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@ -138,12 +138,6 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d
shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
}
//also prepare rigged variant
if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
{
@ -754,7 +748,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
target_shader = fullbright_shader;
}
if (params.mAvatar != nullptr)
{
target_shader = target_shader->mRiggedVariant;
@ -764,6 +757,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
gPipeline.bindDeferredShaderFast(*target_shader);
if (params.mFullbright)
{ // make sure the bind the exposure map for fullbright shaders so they can cancel out exposure
S32 channel = target_shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
}
}
}
LLVector4 spec_color(1, 1, 1, 1);

View File

@ -298,13 +298,20 @@ void LLDrawPoolBump::beginFullbrightShiny()
{
shader = &gHUDFullbrightShinyProgram;
}
if (mRigged)
{
llassert(shader->mRiggedVariant);
shader = shader->mRiggedVariant;
}
// bind exposure map so fullbright shader can cancel out exposure
S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
}
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if (cube_map && !LLPipeline::sReflectionProbesEnabled)

View File

@ -735,7 +735,6 @@ std::string LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
@ -791,8 +790,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasWaterFog = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasReflectionProbes = true;
gWaterProgram.mFeatures.hasShadows = use_sun_shadow;
gWaterProgram.mShaderFiles.clear();
@ -823,8 +821,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasWaterFog = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow;
gWaterEdgeProgram.mShaderFiles.clear();
@ -1205,7 +1202,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
@ -1302,7 +1298,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;
if (has_skin)
@ -1401,7 +1396,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasTransport = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.isDeferred = true; // include deferredUtils
shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
@ -1716,7 +1710,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasTransport = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.hasReflectionProbes = true;
shader->mFeatures.hasWaterFog = true;
@ -1855,7 +1848,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader[i]->mFeatures.calculatesAtmospherics = true;
shader[i]->mFeatures.hasAtmospherics = true;
shader[i]->mFeatures.hasGamma = true;
shader[i]->mFeatures.hasTransport = true;
shader[i]->mFeatures.hasShadows = use_sun_shadow;
shader[i]->mFeatures.hasReflectionProbes = true;
shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@ -1914,7 +1906,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mFeatures.hasTransport = true;
gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
@ -1933,7 +1925,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
@ -1950,7 +1942,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gHUDFullbrightProgram.mName = "HUD Fullbright Shader";
gHUDFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightProgram.mFeatures.hasGamma = true;
gHUDFullbrightProgram.mFeatures.hasTransport = true;
gHUDFullbrightProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightProgram.mFeatures.hasSrgb = true;
gHUDFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightProgram.mShaderFiles.clear();
@ -1968,7 +1960,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader";
gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
@ -1987,7 +1979,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gHUDFullbrightAlphaMaskProgram.mName = "HUD Fullbright Alpha Masking Shader";
gHUDFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightAlphaMaskProgram.mShaderFiles.clear();
@ -2006,7 +1998,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskAlphaProgram.mName = "Deferred Fullbright Alpha Masking Alpha Shader";
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@ -2027,7 +2019,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gHUDFullbrightAlphaMaskAlphaProgram.mName = "HUD Fullbright Alpha Masking Alpha Shader";
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasTransport = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@ -2048,7 +2040,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader";
gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@ -2068,7 +2060,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterAlphaProgram.mName = "Deferred Fullbright Underwater Alpha Shader";
gDeferredFullbrightWaterAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.isDeferred = true;
@ -2091,7 +2083,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@ -2113,7 +2105,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
@ -2132,7 +2123,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gHUDFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightShinyProgram.mFeatures.hasGamma = true;
gHUDFullbrightShinyProgram.mFeatures.hasTransport = true;
gHUDFullbrightShinyProgram.mFeatures.hasSrgb = true;
gHUDFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightShinyProgram.mShaderFiles.clear();
@ -2151,7 +2141,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER));
@ -2169,7 +2159,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.hasSrgb = true;
gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasTransport = true;
gDeferredSoftenProgram.mFeatures.hasGamma = true;
gDeferredSoftenProgram.mFeatures.isDeferred = true;
gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
@ -2226,7 +2215,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
@ -2265,14 +2253,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mFeatures.isDeferred = true;
gDeferredShadowProgram.mFeatures.hasShadows = true;
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
// gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now
gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram;
gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram;
success = gDeferredShadowProgram.createShader(NULL, NULL);
llassert(success);
}
@ -2402,7 +2387,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasGamma = true;
gDeferredTerrainProgram.mFeatures.hasTransport = true;
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
@ -2425,8 +2409,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainWaterProgram.mFeatures.hasGamma = true;
gDeferredTerrainWaterProgram.mFeatures.hasTransport = true;
gDeferredTerrainWaterProgram.mShaderFiles.clear();
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER));
@ -2462,7 +2445,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
@ -2639,7 +2621,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
gDeferredWLSkyProgram.mShaderFiles.clear();
gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasTransport = true;
gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
@ -2657,7 +2639,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasTransport = true;
gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
@ -2674,7 +2656,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program";
gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasTransport = true;
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasGamma = true;
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
@ -2692,7 +2674,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program";
gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasTransport = true;
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasGamma = true;
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
@ -3192,7 +3174,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gReflectionProbeDisplayProgram.mFeatures.hasSrgb = true;
gReflectionProbeDisplayProgram.mFeatures.calculatesAtmospherics = true;
gReflectionProbeDisplayProgram.mFeatures.hasAtmospherics = true;
gReflectionProbeDisplayProgram.mFeatures.hasTransport = true;
gReflectionProbeDisplayProgram.mFeatures.hasGamma = true;
gReflectionProbeDisplayProgram.mFeatures.isDeferred = true;
gReflectionProbeDisplayProgram.mShaderFiles.clear();