First pass on alpha blended materials
parent
84475635b9
commit
cfc3757778
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@ -805,7 +805,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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//an error occured, print log
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LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
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dumpObjectLog(ret);
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#if LL_WINDOWS
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std::stringstream ostr;
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//dump shader source for debugging
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@ -823,8 +822,20 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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}
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LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
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#endif // LL_WINDOWS
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#else
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std::string str;
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for (GLuint i = 0; i < count; i++) {
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str.append(text[i]);
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if (i % 128 == 0)
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{
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LL_WARNS("ShaderLoading") << str << llendl;
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str = "";
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}
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}
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#endif
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ret = 0;
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}
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}
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@ -25,6 +25,10 @@
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#extension GL_ARB_texture_rectangle : enable
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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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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@ -33,7 +37,13 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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#if INDEX_MODE != INDEXED
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uniform sampler2D diffuseMap;
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#endif
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#if INDEX_MODE == INDEXED
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vec4 diffuseLookup(vec2 texcoord);
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#endif
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uniform vec2 screen_res;
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@ -46,7 +56,10 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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@ -103,11 +116,21 @@ void main()
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vec4 pos = vec4(vary_position, 1.0);
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vec4 diff= diffuseLookup(vary_texcoord0.xy);
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#if INDEX_MODE == INDEXED
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
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vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
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vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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@ -47,6 +47,7 @@ VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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@ -112,6 +113,7 @@ void main()
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norm.y = dot(trans[1].xyz, normal);
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norm.z = dot(trans[2].xyz, normal);
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norm = normalize(norm);
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vary_norm = norm;
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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@ -25,25 +25,27 @@
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#extension GL_ARB_texture_rectangle : enable
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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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 vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DRect depthMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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#if INDEX_MODE != INDEXED
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uniform sampler2D diffuseMap;
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#endif
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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@ -53,8 +55,16 @@ VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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@ -190,9 +200,20 @@ void main()
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shadow = 1.0;
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}
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vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);
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#if INDEX_MODE == INDEXED
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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@ -1,226 +0,0 @@
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/**
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* @file alphaF.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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* Copyright (C) 2007, 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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#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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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec4 vertex_color;
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VARYING vec3 vary_norm;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.7);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(pow(dot(n, lv), 0.7), 0.0);
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}
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return da;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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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.xyz /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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}
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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float shadow = 0.0;
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vec4 pos = vec4(vary_position, 1.0);
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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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if (spos.z < near_split.z)
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{
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lpos = shadow_matrix[3]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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if (spos.z < near_split.y && spos.z > far_split.z)
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{
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lpos = shadow_matrix[2]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos)*w;
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weight += w;
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}
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if (spos.z < near_split.x && spos.z > far_split.y)
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{
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lpos = shadow_matrix[1]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos)*w;
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weight += w;
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}
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if (spos.z > far_split.x)
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{
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lpos = shadow_matrix[0]*spos;
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos)*w;
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weight += w;
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}
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shadow /= weight;
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}
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else
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{
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shadow = 1.0;
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}
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vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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vec3 light_col = vec3(0,0,0);
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for (int i = 2; i < 8; i++)
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{
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light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
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}
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color.rgb += diff.rgb * vary_pointlight_col * light_col;
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frag_color = color;
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}
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@ -1,232 +0,0 @@
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/**
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* @file alphaNonIndexedNoColorF.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, 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
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* 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
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* 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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#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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uniform float minimum_alpha;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
|
||||
float a = pow(max(dot(n,l),0.0), 0.7);
|
||||
return a;
|
||||
}
|
||||
|
||||
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
||||
//get distance
|
||||
float d = dot(lv,lv);
|
||||
|
||||
float da = 0.0;
|
||||
|
||||
if (d > 0.0 && la > 0.0 && fa > 0.0)
|
||||
{
|
||||
//normalize light vector
|
||||
lv = normalize(lv);
|
||||
|
||||
//distance attenuation
|
||||
float dist2 = d/la;
|
||||
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
|
||||
// spotlight coefficient.
|
||||
float spot = max(dot(-ln, lv), is_pointlight);
|
||||
da *= spot*spot; // GL_SPOT_EXPONENT=2
|
||||
|
||||
//angular attenuation
|
||||
da *= max(pow(dot(n, lv), 0.7), 0.0);
|
||||
}
|
||||
|
||||
return da;
|
||||
}
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos.xyz /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
|
||||
float shadow = cs;
|
||||
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
float shadow = 0.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
||||
if (diff.a < minimum_alpha)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec4 spos = pos;
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
}
|
||||
else
|
||||
{
|
||||
shadow = 1.0;
|
||||
}
|
||||
vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
|
||||
|
||||
vec4 col = vec4(vary_ambient + dlight*shadow, 1.0);
|
||||
vec4 color = diff * col;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
vec3 light_col = vec3(0,0,0);
|
||||
|
||||
for (int i = 2; i < 8; i++)
|
||||
{
|
||||
light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
|
||||
}
|
||||
|
||||
color.rgb += diff.rgb * vary_pointlight_col * light_col;
|
||||
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
|
|
@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
|
|||
|
||||
VARYING vec4 vertex_color;
|
||||
VARYING vec2 vary_texcoord0;
|
||||
|
||||
VARYING vec3 vary_norm;
|
||||
|
||||
uniform float near_clip;
|
||||
uniform float shadow_offset;
|
||||
|
|
@ -115,7 +115,8 @@ void main()
|
|||
n.xyz = normalize(n.xyz-pos.xyz);
|
||||
|
||||
vec3 norm = n.xyz;
|
||||
|
||||
vary_norm = norm;
|
||||
|
||||
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
|
||||
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
|
||||
|
||||
|
|
|
|||
|
|
@ -436,7 +436,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
}
|
||||
|
||||
LLRenderPass::applyModelMatrix(params);
|
||||
|
||||
|
||||
if (params.mFullbright)
|
||||
{
|
||||
|
|
@ -447,20 +446,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
if (use_shaders)
|
||||
{
|
||||
target_shader = fullbright_shader;
|
||||
if (target_shader)
|
||||
{
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
if (params.mFace->getViewerObject()->isHUDAttachment())
|
||||
{
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
|
||||
} else {
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2);
|
||||
}
|
||||
} else {
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -497,6 +482,51 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
LLGLSLShader::bindNoShader();
|
||||
current_shader = NULL;
|
||||
}
|
||||
|
||||
if (params.mMaterialID != LLMaterialID::null && current_shader == simple_shader)
|
||||
{
|
||||
// I apologize in advance for not giving this its own shader.
|
||||
// We have a material. Supply the appropriate data here.
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
|
||||
|
||||
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
|
||||
|
||||
if (params.mNormalMap)
|
||||
{
|
||||
params.mNormalMap->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
|
||||
} else {
|
||||
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
|
||||
}
|
||||
|
||||
if (params.mSpecularMap)
|
||||
{
|
||||
params.mSpecularMap->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
|
||||
} else {
|
||||
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
|
||||
}
|
||||
}
|
||||
} else if (current_shader == simple_shader)
|
||||
{
|
||||
// No material. Propegate with default parameters.
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
|
||||
|
||||
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
|
||||
|
||||
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
|
||||
}
|
||||
}
|
||||
|
||||
if (params.mGroup)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1206,9 +1206,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
|
||||
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
// Hack to include uniforms for lighting without linking in lighting file
|
||||
|
|
@ -1385,6 +1385,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
|
||||
|
||||
success = gDeferredAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
|
|
@ -1554,9 +1555,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3");
|
||||
|
||||
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
|
||||
|
||||
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
|
||||
|
|
|
|||
|
|
@ -70,6 +70,7 @@ LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sMissingAssetImagep =
|
|||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sWhiteImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sDefaultImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sSmokeImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sFlatNormalImagep = NULL;
|
||||
LLViewerMediaTexture::media_map_t LLViewerMediaTexture::sMediaMap ;
|
||||
LLTexturePipelineTester* LLViewerTextureManager::sTesterp = NULL ;
|
||||
const std::string sTesterName("TextureTester");
|
||||
|
|
@ -394,6 +395,7 @@ void LLViewerTextureManager::cleanup()
|
|||
LLViewerFetchedTexture::sSmokeImagep = NULL;
|
||||
LLViewerFetchedTexture::sMissingAssetImagep = NULL;
|
||||
LLViewerFetchedTexture::sWhiteImagep = NULL;
|
||||
LLViewerFetchedTexture::sFlatNormalImagep = NULL;
|
||||
|
||||
LLViewerMediaTexture::cleanUpClass() ;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -596,6 +596,7 @@ public:
|
|||
static LLPointer<LLViewerFetchedTexture> sWhiteImagep; // Texture to show NOTHING (whiteness)
|
||||
static LLPointer<LLViewerFetchedTexture> sDefaultImagep; // "Default" texture for error cases, the only case of fetched texture which is generated in local.
|
||||
static LLPointer<LLViewerFetchedTexture> sSmokeImagep; // Old "Default" translucent texture
|
||||
static LLPointer<LLViewerFetchedTexture> sFlatNormalImagep; // Flat normal map denoting no bumpiness on a surface
|
||||
};
|
||||
|
||||
//
|
||||
|
|
|
|||
|
|
@ -119,6 +119,9 @@ void LLViewerTextureList::doPreloadImages()
|
|||
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
|
||||
LLUIImageList* image_list = LLUIImageList::getInstance();
|
||||
|
||||
// Set the default flat normal map
|
||||
LLViewerFetchedTexture::sFlatNormalImagep = LLViewerTextureManager::getFetchedTextureFromFile("flatnormal.tga", MIPMAP_NO, LLViewerFetchedTexture::BOOST_BUMP);
|
||||
|
||||
image_list->initFromFile();
|
||||
|
||||
// turn off clamping and bilinear filtering for uv picking images
|
||||
|
|
|
|||
|
|
@ -4015,7 +4015,11 @@ static LLFastTimer::DeclareTimer FTM_REGISTER_FACE("Register Face");
|
|||
void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type)
|
||||
{
|
||||
LLFastTimer t(FTM_REGISTER_FACE);
|
||||
|
||||
if (type == LLRenderPass::PASS_ALPHA && facep->getTextureEntry()->getMaterialParams().notNull() && !facep->getVertexBuffer()->hasDataType(LLVertexBuffer::TYPE_BINORMAL))
|
||||
{
|
||||
LL_WARNS("RenderMaterials") << "Oh no! No binormals for this alpha blended face!" << LL_ENDL;
|
||||
}
|
||||
|
||||
if (facep->getViewerObject()->isSelected() && LLSelectMgr::getInstance()->mHideSelectedObjects)
|
||||
{
|
||||
return;
|
||||
|
|
@ -4758,7 +4762,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
|
|||
{
|
||||
bump_mask = bump_mask | LLVertexBuffer::MAP_BINORMAL;
|
||||
simple_mask = simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL;
|
||||
fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
}
|
||||
|
||||
|
|
|
|||
Binary file not shown.
|
After Width: | Height: | Size: 92 B |
Loading…
Reference in New Issue