Add render debug controls for forcing disable of ambient, sun, and local light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).master
parent
360b3230bb
commit
d0a0eede63
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@ -12356,6 +12356,39 @@
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>AmbientDisable</key>
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<map>
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<key>Comment</key>
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<string>If TRUE, ambient light has no effect</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>SunlightDisable</key>
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<map>
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<key>Comment</key>
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<string>If TRUE, sunlight has no effect</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>LocalLightDisable</key>
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<map>
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<key>Comment</key>
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<string>If TRUE, local lights have no effect</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>TextureDiscardLevel</key>
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<map>
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<key>Comment</key>
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@ -88,64 +88,49 @@ float getAmbientClamp();
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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vec4 proj_tc = proj_mat * lp;
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//get distance
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float d = length(lv);
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float da = 1.0;
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vec3 col = vec3(0);
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if (proj_tc.z < 0
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|| proj_tc.z > 1
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|| proj_tc.x < 0
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|| proj_tc.x > 1
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|| proj_tc.y < 0
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|| proj_tc.y > 1)
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{
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return col;
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}
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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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vec3 norm = normalize(n);
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da = dot(norm, lv);
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da = clamp(da, 0.0, 1.0);
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//get light vector
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vec3 lv = lp.xyz-v;
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la /= 20.0f;
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//distance attenuation
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float dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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if (dist_atten < 0.0)
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{
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return col;
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}
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//get distance
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float d = length(lv);
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float da = 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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vec3 col = vec3(0);
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// to match spotLight (but not multiSpotLight) *sigh*
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float lit = max(da * dist_atten,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 dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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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(dot(n, lv), 0.0);
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float lit = max(da * dist_atten,0.0);
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ambiance = 0.0f;
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float amb_da = ambiance;
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if (lit > 0)
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{
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col = lit * light_col * diffuse;
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amb_da += (da*0.5+0.5) * ambiance;
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amb_da += (da*da*0.5 + 0.5) * ambiance;
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}
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amb_da += (da*da*0.5 + 0.5) * ambiance;
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amb_da *= dist_atten;
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amb_da = min(amb_da, 1.0f - lit);
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col.rgb += amb_da * 0.5 * light_col * diffuse;
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col.rgb += amb_da * light_col * diffuse;
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// no spec for alpha shader...
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}
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@ -223,7 +208,6 @@ void main()
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vec4 color = vec4(0.0);
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color.rgb = amblit;
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color.a = final_alpha;
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float ambient = da;
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@ -235,11 +219,16 @@ void main()
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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#if !defined(AMBIENT_KILL)
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color.rgb = amblit;
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color.rgb *= ambient;
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#endif
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vec3 post_ambient = color.rgb;
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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#endif
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vec3 post_sunlight = color.rgb;
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@ -257,7 +246,7 @@ vec3 post_atmo = color.rgb;
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// to linear!
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color.rgb = srgb_to_linear(color.rgb);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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@ -268,7 +257,9 @@ vec3 post_atmo = color.rgb;
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LIGHT_LOOP(7)
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// sum local light contrib in linear colorspace
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#if !defined(LOCAL_LIGHT_KILL)
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color.rgb += light.rgb;
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#endif
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// back to sRGB as we're going directly to the final RT post-deferred gamma correction
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color.rgb = linear_to_srgb(color.rgb);
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@ -88,17 +88,19 @@ float getAmbientClamp();
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
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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 = length(lv);
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float da = 1.0;
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vec3 col = vec3(0);
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vec3 col = vec3(0,0,0);
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la /= 20.0f;
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vec4 proj_tc = proj_mat * lp;
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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 = length(lv);
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float da = 1.0;
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/*vec4 proj_tc = proj_mat * lp;
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if (proj_tc.z < 0
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|| proj_tc.z > 1
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@ -108,77 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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|| proj_tc.y > 1)
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{
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return col;
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}
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}*/
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if (d > 0.0 && la > 0.0 && fa > 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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la /= 20.0f;
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//distance attenuation
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float dist = d/la;
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float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
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dist_atten *= dist_atten;
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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 dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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if (dist_atten <= 0)
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{
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return col;
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}
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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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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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//angular attenuation
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da = dot(n, lv);
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da = clamp(da, 0.0, 1.0);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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float lit = max(da * dist_atten, 0.0);
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//angular attenuation
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da *= max(dot(n, lv), 0.0);
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float lit = max(da * dist_atten, 0.0);
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float amb_da = ambiance;
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if (lit > 0)
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{
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col = light_col*lit*diffuse;
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amb_da += (da*0.5 + 0.5) * ambiance;
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amb_da += (da*da*0.5+0.5) * ambiance;
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}
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amb_da += (da*da*0.5+0.5) * ambiance;
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amb_da *= dist_atten;
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amb_da = min(amb_da, 1.0f - lit);
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col.rgb += amb_da * 0.5 * light_col * diffuse;
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col.rgb += amb_da * light_col * diffuse;
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(n, h);
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float nv = dot(n, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(n, h);
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float nv = dot(n, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
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speccol = clamp(speccol, vec3(0), vec3(1));
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col += speccol;
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col += speccol;
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float cur_glare = max(speccol.r, speccol.g);
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cur_glare = max(cur_glare, speccol.b);
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glare = max(glare, speccol.r);
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glare += max(cur_glare, 0.0);
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}
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}
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}
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float cur_glare = max(speccol.r, speccol.g);
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cur_glare = max(cur_glare, speccol.b);
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glare = max(glare, speccol.r);
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glare += max(cur_glare, 0.0);
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}
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}
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}
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return max(col, vec3(0.0,0.0,0.0));
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return max(col, vec3(0.0,0.0,0.0));
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}
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#else
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@ -321,18 +314,22 @@ void main()
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float ambient = da;
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ambient *= 0.5;
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ambient *= ambient;
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float ambient_clamp = getAmbientClamp() + 0.1;
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ambient = (1.0 - ambient) * ambient_clamp;
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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#if !defined(AMBIENT_KILL)
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color.rgb = amblit;
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color.rgb *= ambient;
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#endif
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vec3 post_ambient = color.rgb;
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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#endif
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vec3 post_sunlight = color.rgb;
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@ -398,7 +395,7 @@ vec3 post_atmo = color.rgb;
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vec3 light = vec3(0,0,0);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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@ -408,11 +405,12 @@ vec3 post_atmo = color.rgb;
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LIGHT_LOOP(6)
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LIGHT_LOOP(7)
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glare = min(glare, 1.0);
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float al = max(diffuse_linear.a,glare)*vertex_color.a;
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#if !defined(LOCAL_LIGHT_KILL)
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color.rgb += light.rgb;
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#endif
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// (only) post-deferred needs inline gamma correction
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color.rgb = linear_to_srgb(color.rgb);
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@ -61,6 +61,11 @@ vec3 getNorm(vec2 pos_screen);
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void main()
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{
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vec3 out_col = vec3(0,0,0);
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#if defined(LOCAL_LIGHT_KILL)
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discard;
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#else
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vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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if (pos.z < far_z)
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@ -74,7 +79,6 @@ void main()
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vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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vec3 out_col = vec3(0,0,0);
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vec3 npos = normalize(-pos);
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// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
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@ -130,7 +134,7 @@ void main()
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}
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}
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}
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#endif
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frag_color.rgb = out_col;
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frag_color.a = 0.0;
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@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
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void main()
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{
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vec3 col = vec3(0,0,0);
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#if defined(LOCAL_LIGHT_KILL)
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discard;
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#else
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vec4 frag = vary_fragcoord;
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frag.xyz /= frag.w;
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frag.xyz = frag.xyz*0.5+0.5;
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@ -171,7 +176,6 @@ void main()
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lv = normalize(lv);
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float da = dot(norm, lv);
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vec3 col = vec3(0,0,0);
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vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
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vec3 dlit = vec3(0, 0, 0);
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@ -267,7 +271,8 @@ void main()
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}
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}
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}
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//col.rgb = vec3(0);
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#endif
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frag_color.rgb = col;
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frag_color.a = 0.0;
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}
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@ -113,12 +113,16 @@ void main()
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vec3 sun_contrib = final_da * sunlit;
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#if !defined(AMBIENT_KILL)
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color.rgb = amblit;
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color.rgb *= ambient;
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#endif
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vec3 post_ambient = color.rgb;
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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#endif
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vec3 post_sunlight = color.rgb;
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@ -129,6 +129,11 @@ vec4 getPosition(vec2 pos_screen);
|
|||
|
||||
void main()
|
||||
{
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
discard;
|
||||
#else
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
|
|
@ -142,12 +147,10 @@ void main()
|
|||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
|
||||
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
|
||||
float envIntensity = norm.z;
|
||||
norm = getNorm(frag.xy);
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
|
|
@ -173,14 +176,9 @@ void main()
|
|||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
|
||||
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
vec3 dlit = vec3(0, 0, 0);
|
||||
|
||||
|
|
@ -216,7 +214,6 @@ void main()
|
|||
amb_da = min(amb_da, 1.0-lit);
|
||||
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
|
||||
}
|
||||
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
|
|
@ -243,7 +240,6 @@ void main()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
if (envIntensity > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
|
@ -272,7 +268,8 @@ void main()
|
|||
}
|
||||
}
|
||||
}
|
||||
//col.rgb = vec3(0);
|
||||
#endif
|
||||
|
||||
frag_color.rgb = col;
|
||||
frag_color.a = 0.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,11 @@ float getAmbientClamp();
|
|||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
|
||||
{
|
||||
vec4 c = sumLights(pos, norm, color);
|
||||
|
||||
#if !defined(AMBIENT_KILL)
|
||||
c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
|
|||
|
||||
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
col.rgb = vec3(0);
|
||||
#endif
|
||||
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
|
||||
#endif
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
return col;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -129,6 +129,12 @@ vec4 getPosition(vec2 pos_screen);
|
|||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
discard;
|
||||
#else
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
|
|
@ -183,8 +189,6 @@ void main()
|
|||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
|
||||
|
|
@ -284,10 +288,11 @@ void main()
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//not sure why, but this line prevents MATBUG-194
|
||||
col = max(col, vec3(0.0));
|
||||
//col.rgb = vec3(0);
|
||||
|
||||
frag_color.rgb = col;
|
||||
frag_color.a = 0.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -121,12 +121,16 @@ void main()
|
|||
|
||||
vec3 sun_contrib = min(scol, final_da) * sunlit;
|
||||
|
||||
#if !defined(AMBIENT_KILL)
|
||||
color.rgb = amblit;
|
||||
color.rgb *= ambient;
|
||||
#endif
|
||||
|
||||
vec3 post_ambient = color.rgb;
|
||||
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
color.rgb += sun_contrib;
|
||||
#endif
|
||||
|
||||
vec3 post_sunlight = color.rgb;
|
||||
|
||||
|
|
|
|||
|
|
@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
|
|||
|
||||
void main()
|
||||
{
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
discard;
|
||||
#else
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
|
|
@ -184,12 +189,8 @@ void main()
|
|||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
|
||||
vec3 dlit = vec3(0, 0, 0);
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
|
|
@ -227,7 +228,6 @@ void main()
|
|||
|
||||
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
|
|
@ -253,10 +253,6 @@ void main()
|
|||
col += speccol;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (envIntensity > 0.0)
|
||||
{
|
||||
|
|
@ -286,10 +282,11 @@ void main()
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//not sure why, but this line prevents MATBUG-194
|
||||
col = max(col, vec3(0.0));
|
||||
//col.rgb = vec3(0);
|
||||
|
||||
frag_color.rgb = col;
|
||||
frag_color.a = 0.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
|
|||
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
col.rgb = vec3(0);
|
||||
i#endif
|
||||
|
||||
// Add windlight lights
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -33,7 +33,11 @@ float getAmbientClamp();
|
|||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
|
||||
{
|
||||
vec4 c = sumLights(pos, norm, color);
|
||||
|
||||
#if !defined(AMBIENT_KILL)
|
||||
c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
|
|||
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
col.rgb = vec3(0);
|
||||
#endif
|
||||
|
||||
// Add windlight lights
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
|
||||
#endif
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
|
||||
return col;
|
||||
|
|
|
|||
|
|
@ -7389,6 +7389,8 @@ void handle_dump_attachments(void*)
|
|||
// these are used in the gl menus to set control values, generically.
|
||||
class LLToggleControl : public view_listener_t
|
||||
{
|
||||
protected:
|
||||
|
||||
bool handleEvent(const LLSD& userdata)
|
||||
{
|
||||
std::string control_name = userdata.asString();
|
||||
|
|
@ -7465,6 +7467,24 @@ class LLAdvancedClickRenderBenchmark: public view_listener_t
|
|||
}
|
||||
};
|
||||
|
||||
// these are used in the gl menus to set control values that require shader recompilation
|
||||
class LLToggleShaderControl : public view_listener_t
|
||||
{
|
||||
bool handleEvent(const LLSD& userdata)
|
||||
{
|
||||
std::string control_name = userdata.asString();
|
||||
BOOL checked = gSavedSettings.getBOOL( control_name );
|
||||
gSavedSettings.setBOOL( control_name, !checked );
|
||||
LLPipeline::refreshCachedSettings();
|
||||
//gPipeline.updateRenderDeferred();
|
||||
//gPipeline.releaseGLBuffers();
|
||||
//gPipeline.createGLBuffers();
|
||||
//gPipeline.resetVertexBuffers();
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
return !checked;
|
||||
}
|
||||
};
|
||||
|
||||
void menu_toggle_attached_lights(void* user_data)
|
||||
{
|
||||
LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
|
||||
|
|
@ -9268,6 +9288,7 @@ void initialize_menus()
|
|||
view_listener_t::addMenu(new LLShowAgentProfile(), "ShowAgentProfile");
|
||||
view_listener_t::addMenu(new LLToggleAgentProfile(), "ToggleAgentProfile");
|
||||
view_listener_t::addMenu(new LLToggleControl(), "ToggleControl");
|
||||
view_listener_t::addMenu(new LLToggleShaderControl(), "ToggleShaderControl");
|
||||
view_listener_t::addMenu(new LLCheckControl(), "CheckControl");
|
||||
view_listener_t::addMenu(new LLGoToObject(), "GoToObject");
|
||||
commit.add("PayObject", boost::bind(&handle_give_money_dialog));
|
||||
|
|
|
|||
|
|
@ -927,7 +927,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
|
|||
if (gGLManager.mIsMobileGF)
|
||||
sum_lights_class = 3;
|
||||
#endif
|
||||
|
||||
|
||||
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
|
||||
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
|
||||
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
|
||||
|
|
@ -959,6 +959,25 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
|
|||
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
|
||||
boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount());
|
||||
|
||||
BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
|
||||
BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
|
||||
BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
attribs["AMBIENT_KILL"] = "1";
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
attribs["SUNLIGHT_KILL"] = "1";
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
attribs["LOCAL_LIGHT_KILL"] = "1";
|
||||
}
|
||||
|
||||
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
|
||||
for (U32 i = 0; i < shaders.size(); i++)
|
||||
{
|
||||
|
|
@ -1232,6 +1251,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
{
|
||||
bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1;
|
||||
|
||||
BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
|
||||
BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
|
||||
BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
|
||||
|
||||
if (mShaderLevel[SHADER_DEFERRED] == 0)
|
||||
{
|
||||
gDeferredTreeProgram.unload();
|
||||
|
|
@ -1457,6 +1480,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
{
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
|
||||
}
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
|
||||
|
|
@ -1525,6 +1564,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
|
||||
}
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
|
||||
|
||||
if (use_sun_shadow)
|
||||
|
|
@ -1593,6 +1647,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
}
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
|
||||
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
|
||||
|
|
@ -1681,6 +1750,23 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
gDeferredLightProgram.clearPermutations();
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
success = gDeferredLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -1693,11 +1779,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
|
||||
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
|
||||
|
||||
gDeferredMultiLightProgram[i].clearPermutations();
|
||||
gDeferredMultiLightProgram[i].mShaderFiles.clear();
|
||||
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -1711,10 +1814,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSpotLightProgram.mFeatures.isDeferred = true;
|
||||
gDeferredSpotLightProgram.mFeatures.hasShadows = true;
|
||||
|
||||
gDeferredSpotLightProgram.clearPermutations();
|
||||
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -1726,11 +1845,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
|
||||
gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
|
||||
|
||||
gDeferredMultiSpotLightProgram.clearPermutations();
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
|
||||
llassert(success);
|
||||
}
|
||||
|
|
@ -1821,6 +1946,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
|
||||
}
|
||||
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAlphaProgram.createShader(NULL, NULL);
|
||||
|
|
@ -1914,6 +2055,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
{
|
||||
gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
|
||||
}
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
|
||||
|
|
@ -2129,11 +2285,27 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSoftenProgram.mFeatures.isDeferred = true;
|
||||
gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
|
||||
|
||||
gDeferredSoftenProgram.clearPermutations();
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
|
||||
gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{ //if using SSAO, take screen space light map into account as if shadows are enabled
|
||||
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
|
||||
|
|
@ -2150,6 +2322,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
|
||||
gDeferredSoftenWaterProgram.clearPermutations();
|
||||
gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
|
||||
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
|
|
@ -2162,6 +2335,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
|
||||
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{ //if using SSAO, take screen space light map into account as if shadows are enabled
|
||||
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
|
||||
|
|
@ -2397,6 +2585,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
{
|
||||
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
|
||||
}
|
||||
|
||||
if (ambient_kill)
|
||||
{
|
||||
gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1");
|
||||
}
|
||||
|
||||
if (sunlight_kill)
|
||||
{
|
||||
gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
|
||||
}
|
||||
|
||||
if (local_light_kill)
|
||||
{
|
||||
gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
|
||||
}
|
||||
gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
|
||||
|
|
|
|||
|
|
@ -2951,6 +2951,36 @@
|
|||
function="ToggleControl"
|
||||
parameter="TextureDisable" />
|
||||
</menu_item_check>
|
||||
<menu_item_check
|
||||
label="Disable Ambient"
|
||||
name="Disable Ambient">
|
||||
<menu_item_check.on_check
|
||||
function="CheckControl"
|
||||
parameter="AmbientDisable" />
|
||||
<menu_item_check.on_click
|
||||
function="ToggleShaderControl"
|
||||
parameter="AmbientDisable" />
|
||||
</menu_item_check>
|
||||
<menu_item_check
|
||||
label="Disable Sunlight"
|
||||
name="Disable Sunlight">
|
||||
<menu_item_check.on_check
|
||||
function="CheckControl"
|
||||
parameter="SunlightDisable" />
|
||||
<menu_item_check.on_click
|
||||
function="ToggleShaderControl"
|
||||
parameter="SunlightDisable" />
|
||||
</menu_item_check>
|
||||
<menu_item_check
|
||||
label="Disable Local Lights"
|
||||
name="Disable Local Lights">
|
||||
<menu_item_check.on_check
|
||||
function="CheckControl"
|
||||
parameter="LocalLightDisable" />
|
||||
<menu_item_check.on_click
|
||||
function="ToggleShaderControl"
|
||||
parameter="LocalLightDisable" />
|
||||
</menu_item_check>
|
||||
<menu_item_check
|
||||
label="Full Res Textures"
|
||||
name="Rull Res Textures">
|
||||
|
|
|
|||
Loading…
Reference in New Issue