phoenix-firestorm/indra/newview/llviewershadermgr.cpp

3095 lines
136 KiB
C++

/**
* @file llviewershadermgr.cpp
* @brief Viewer shader manager implementation.
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include <boost/lexical_cast.hpp>
#include "llfeaturemanager.h"
#include "llviewershadermgr.h"
#include "llviewercontrol.h"
#include "llversioninfo.h"
#include "llrender.h"
#include "llenvironment.h"
#include "llerrorcontrol.h"
#include "llatmosphere.h"
#include "llworld.h"
#include "llsky.h"
#include "pipeline.h"
#include "llfile.h"
#include "llviewerwindow.h"
#include "llwindow.h"
#include "lljoint.h"
#include "llskinningutil.h"
static LLStaticHashedString sTexture0("texture0");
static LLStaticHashedString sTexture1("texture1");
static LLStaticHashedString sTex0("tex0");
static LLStaticHashedString sTex1("tex1");
static LLStaticHashedString sDitherTex("dither_tex");
static LLStaticHashedString sGlowMap("glowMap");
static LLStaticHashedString sScreenMap("screenMap");
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
using std::pair;
using std::make_pair;
using std::string;
bool LLViewerShaderMgr::sInitialized = false;
bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
S32 clamp_terrain_mapping(S32 mapping)
{
// 1 = "flat", 2 not implemented, 3 = triplanar mapping
mapping = llclamp(mapping, 1, 3);
if (mapping == 2) { mapping = 1; }
return mapping;
}
//utility shaders
LLGLSLShader gOcclusionProgram;
LLGLSLShader gSkinnedOcclusionProgram;
LLGLSLShader gOcclusionCubeProgram;
LLGLSLShader gGlowCombineProgram;
LLGLSLShader gReflectionMipProgram;
LLGLSLShader gGaussianProgram;
LLGLSLShader gRadianceGenProgram;
LLGLSLShader gHeroRadianceGenProgram;
LLGLSLShader gIrradianceGenProgram;
LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureCompareProgram;
LLGLSLShader gOneTextureFilterProgram;
LLGLSLShader gDebugProgram;
LLGLSLShader gSkinnedDebugProgram;
LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
LLGLSLShader gClipProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
LLGLSLShader gReflectionProbeDisplayProgram;
LLGLSLShader gCopyProgram;
LLGLSLShader gCopyDepthProgram;
//object shaders
LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gSkinnedObjectPreviewProgram;
LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
//environment shaders
LLGLSLShader gWaterProgram;
LLGLSLShader gWaterEdgeProgram;
LLGLSLShader gUnderWaterProgram;
//interface shaders
LLGLSLShader gHighlightProgram;
LLGLSLShader gSkinnedHighlightProgram;
LLGLSLShader gHighlightNormalProgram;
LLGLSLShader gHighlightSpecularProgram;
LLGLSLShader gDeferredHighlightProgram;
LLGLSLShader gPathfindingProgram;
LLGLSLShader gPathfindingNoNormalsProgram;
//avatar shader handles
LLGLSLShader gAvatarProgram;
LLGLSLShader gAvatarEyeballProgram;
LLGLSLShader gImpostorProgram;
// Effects Shaders
LLGLSLShader gGlowProgram;
LLGLSLShader gGlowExtractProgram;
LLGLSLShader gPostScreenSpaceReflectionProgram;
LLGLSLShader gPostVignetteProgram; // <FS:CR> Import Vignette from Exodus
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredSkinnedTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
LLGLSLShader gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram;
LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gHazeProgram;
LLGLSLShader gHazeWaterProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredSkinnedShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram;
LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram;
LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram;
LLGLSLShader gDeferredSkinnedShadowGLTFAlphaBlendProgram;
LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAvatarAlphaShadowProgram;
LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gHUDAlphaProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredAlphaImpostorProgram;
LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gHUDFullbrightProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
LLGLSLShader gHUDFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
LLGLSLShader gDeferredEmissiveProgram;
LLGLSLShader gDeferredSkinnedEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
LLGLSLShader gDeferredCoFProgram;
LLGLSLShader gDeferredDoFCombineProgram;
LLGLSLShader gDeferredPostGammaCorrectProgram;
LLGLSLShader gNoPostGammaCorrectProgram;
LLGLSLShader gLegacyPostGammaCorrectProgram;
LLGLSLShader gExposureProgram;
LLGLSLShader gExposureProgramNoFade;
LLGLSLShader gLuminanceProgram;
LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gEnvironmentMapProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredWLSunProgram;
LLGLSLShader gDeferredWLMoonProgram;
LLGLSLShader gDeferredStarProgram;
LLGLSLShader gDeferredFullbrightShinyProgram;
LLGLSLShader gHUDFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightProgram;
LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskAlphaProgram;
LLGLSLShader gNormalMapGenProgram;
LLGLSLShader gDeferredGenBrdfLutProgram;
LLGLSLShader gDeferredBufferVisualProgram;
// [RLVa:KB] - @setsphere
LLGLSLShader gRlvSphereProgram;
// [/RLVa:KB]
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gHUDPBROpaqueProgram;
LLGLSLShader gPBRGlowProgram;
LLGLSLShader gPBRGlowSkinnedProgram;
LLGLSLShader gDeferredPBROpaqueProgram;
LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
LLGLSLShader gHUDPBRAlphaProgram;
LLGLSLShader gDeferredPBRAlphaProgram;
LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
LLGLSLShader gDeferredPBRTerrainProgram;
LLGLSLShader gGLTFPBRMetallicRoughnessProgram;
//helper for making a rigged variant of a given shader
static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
{
riggedShader.mName = llformat("Skinned %s", shader.mName.c_str());
riggedShader.mFeatures = shader.mFeatures;
riggedShader.mFeatures.hasObjectSkinning = true;
riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation
riggedShader.addPermutation("HAS_SKIN", "1");
riggedShader.mShaderFiles = shader.mShaderFiles;
riggedShader.mShaderLevel = shader.mShaderLevel;
riggedShader.mShaderGroup = shader.mShaderGroup;
shader.mRiggedVariant = &riggedShader;
return riggedShader.createShader();
}
static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool multi_uv, bool use_sun_shadow)
{
variant.mName = shader.mName.c_str();
variant.mFeatures = shader.mFeatures;
variant.mShaderFiles = shader.mShaderFiles;
variant.mShaderLevel = shader.mShaderLevel;
variant.mShaderGroup = shader.mShaderGroup;
variant.mDefines = shader.mDefines; // NOTE: Must come before addPermutation
U32 node_size = 16 * 3;
U32 max_nodes = gGLManager.mMaxUniformBlockSize / node_size;
variant.addPermutation("MAX_NODES_PER_GLTF_OBJECT", std::to_string(max_nodes));
U32 material_size = 16 * 12;
U32 max_materials = gGLManager.mMaxUniformBlockSize / material_size;
LLGLSLShader::sMaxGLTFMaterials = max_materials;
variant.addPermutation("MAX_MATERIALS_PER_GLTF_OBJECT", std::to_string(max_materials));
U32 max_vec4s = gGLManager.mMaxUniformBlockSize / 16;
variant.addPermutation("MAX_UBO_VEC4S", std::to_string(max_vec4s));
if (rigged)
{
variant.addPermutation("HAS_SKIN", "1");
}
if (unlit)
{
variant.addPermutation("UNLIT", "1");
}
if (multi_uv)
{
variant.addPermutation("MULTI_UV", "1");
}
if (alpha_blend)
{
variant.addPermutation("ALPHA_BLEND", "1");
variant.mFeatures.calculatesLighting = false;
variant.mFeatures.hasLighting = false;
variant.mFeatures.isAlphaLighting = true;
variant.mFeatures.hasSrgb = true;
variant.mFeatures.calculatesAtmospherics = true;
variant.mFeatures.hasAtmospherics = true;
variant.mFeatures.hasGamma = true;
variant.mFeatures.hasShadows = use_sun_shadow;
variant.mFeatures.isDeferred = true; // include deferredUtils
variant.mFeatures.hasReflectionProbes = true;
if (use_sun_shadow)
{
variant.addPermutation("HAS_SUN_SHADOW", "1");
}
bool success = variant.createShader();
llassert(success);
// Alpha Shader Hack
// See: LLRender::syncMatrices()
variant.mFeatures.calculatesLighting = true;
variant.mFeatures.hasLighting = true;
return success;
}
else
{
return variant.createShader();
}
}
static bool make_gltf_variants(LLGLSLShader& shader, bool use_sun_shadow)
{
shader.mFeatures.mGLTF = true;
shader.mGLTFVariants.resize(LLGLSLShader::NUM_GLTF_VARIANTS);
for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i)
{
bool alpha_blend = i & LLGLSLShader::GLTFVariant::ALPHA_BLEND;
bool rigged = i & LLGLSLShader::GLTFVariant::RIGGED;
bool unlit = i & LLGLSLShader::GLTFVariant::UNLIT;
bool multi_uv = i & LLGLSLShader::GLTFVariant::MULTI_UV;
if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, multi_uv, use_sun_shadow))
{
return false;
}
}
return true;
}
#ifdef SHOW_ASSERT
// return true if there are no redundant shaders in the given vector
// also checks for redundant variants
static bool no_redundant_shaders(const std::vector<LLGLSLShader*>& shaders)
{
std::set<std::string> names;
for (LLGLSLShader* shader : shaders)
{
if (names.find(shader->mName) != names.end())
{
LL_WARNS("Shader") << "Redundant shader: " << shader->mName << LL_ENDL;
return false;
}
names.insert(shader->mName);
if (shader->mRiggedVariant)
{
if (names.find(shader->mRiggedVariant->mName) != names.end())
{
LL_WARNS("Shader") << "Redundant shader: " << shader->mRiggedVariant->mName << LL_ENDL;
return false;
}
names.insert(shader->mRiggedVariant->mName);
}
}
return true;
}
#endif
LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
}
LLViewerShaderMgr::~LLViewerShaderMgr()
{
mShaderLevel.clear();
mShaderList.clear();
}
void LLViewerShaderMgr::finalizeShaderList()
{
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectBumpProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gHazeProgram);
mShaderList.push_back(&gHazeWaterProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gHUDAlphaProgram);
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gHUDFullbrightProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gHUDFullbrightShinyProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gEnvironmentMapProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
mShaderList.push_back(&gDeferredDiffuseProgram);
mShaderList.push_back(&gDeferredBumpProgram);
mShaderList.push_back(&gDeferredPBROpaqueProgram);
mShaderList.push_back(&gGLTFPBRMetallicRoughnessProgram);
mShaderList.push_back(&gDeferredAvatarProgram);
mShaderList.push_back(&gDeferredTerrainProgram);
mShaderList.push_back(&gDeferredPBRTerrainProgram);
mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredTreeProgram);
// make sure there are no redundancies
llassert(no_redundant_shaders(mShaderList));
}
// static
LLViewerShaderMgr * LLViewerShaderMgr::instance()
{
if(NULL == sInstance)
{
sInstance = new LLViewerShaderMgr();
}
return static_cast<LLViewerShaderMgr*>(sInstance);
}
// static
void LLViewerShaderMgr::releaseInstance()
{
if (sInstance != NULL)
{
delete sInstance;
sInstance = NULL;
}
}
void LLViewerShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
}
}
//============================================================================
// Set Levels
S32 LLViewerShaderMgr::getShaderLevel(S32 type)
{
return mShaderLevel[type];
}
//============================================================================
// Shader Management
void LLViewerShaderMgr::setShaders()
{
LL_PROFILE_ZONE_SCOPED;
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
mShaderList.clear();
if (!gGLManager.mHasRequirements)
{
// Viewer will show 'hardware requirements' warning later
LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL;
return;
}
{
static LLCachedControl<bool> shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true);
static LLUUID old_cache_version;
static LLUUID current_cache_version;
if (current_cache_version.isNull())
{
HBXXH128 hash_obj;
hash_obj.update(LLVersionInfo::instance().getVersion());
current_cache_version = hash_obj.digest();
old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion"));
gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString());
}
initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version);
}
static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
// when using indexed texture rendering, leave some texture units available for shadow and reflection maps
static LLCachedControl<S32> reserved_texture_units(gSavedSettings, "RenderReservedTextureIndices", 14);
LLGLSLShader::sIndexedTextureChannels = 4;
//llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units);
reentrance = true;
// Make sure the compiled shader map is cleared before we recompile shaders.
mVertexShaderObjects.clear();
mFragmentShaderObjects.clear();
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
unloadShaders();
LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_WAIT);
}
// Shaders
LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
for (S32 i = 0; i < SHADER_COUNT; i++)
{
mShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
LLVertexBuffer::unbind();
llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10));
S32 light_class = 3;
S32 interface_class = 2;
S32 env_class = 2;
S32 obj_class = 2;
S32 effect_class = 2;
S32 wl_class = 2;
S32 water_class = 3;
S32 deferred_class = 3;
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
{
gSky.mVOSkyp->forceSkyUpdate();
}
// Load lighting shaders
mShaderLevel[SHADER_LIGHTING] = light_class;
mShaderLevel[SHADER_INTERFACE] = interface_class;
mShaderLevel[SHADER_ENVIRONMENT] = env_class;
mShaderLevel[SHADER_WATER] = water_class;
mShaderLevel[SHADER_OBJECT] = obj_class;
mShaderLevel[SHADER_EFFECT] = effect_class;
mShaderLevel[SHADER_WINDLIGHT] = wl_class;
mShaderLevel[SHADER_DEFERRED] = deferred_class;
std::string shader_name = loadBasicShaders();
if (shader_name.empty())
{
LL_INFOS("Shader") << "Loaded basic shaders." << LL_ENDL;
}
else
{
// "ShaderLoading" and "Shader" need to be logged
LLError::ELevel lvl = LLError::getDefaultLevel();
LLError::setDefaultLevel(LLError::LEVEL_DEBUG);
loadBasicShaders();
LLError::setDefaultLevel(lvl);
LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL;
reentrance = false; // For hygiene only, re-try probably helps nothing
return;
}
gPipeline.mShadersLoaded = true;
bool loaded = loadShadersWater();
if (loaded)
{
LL_INFOS() << "Loaded water shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
llassert(loaded);
}
if (loaded)
{
loaded = loadShadersEffects();
if (loaded)
{
LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
llassert(loaded);
}
}
if (loaded)
{
loaded = loadShadersInterface();
if (loaded)
{
LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
llassert(loaded);
}
}
if (loaded)
{
// Load max avatar shaders to set the max level
mShaderLevel[SHADER_AVATAR] = 3;
mMaxAvatarShaderLevel = 3;
if (loadShadersObject())
{ //hardware skinning is enabled and rigged attachment shaders loaded correctly
// cloth is a class3 shader
S32 avatar_class = 1;
// Set the actual level
mShaderLevel[SHADER_AVATAR] = avatar_class;
loaded = loadShadersAvatar();
llassert(loaded);
}
else
{ //hardware skinning not possible, neither is deferred rendering
llassert(false); // SHOULD NOT BE POSSIBLE
}
}
llassert(loaded);
loaded = loaded && loadShadersDeferred();
llassert(loaded);
persistShaderCacheMetadata();
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_ARROW);
}
gPipeline.createGLBuffers();
finalizeShaderList();
reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()
{
while (!LLGLSLShader::sInstances.empty())
{
LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin());
shader->unload();
}
mShaderLevel[SHADER_LIGHTING] = 0;
mShaderLevel[SHADER_OBJECT] = 0;
mShaderLevel[SHADER_AVATAR] = 0;
mShaderLevel[SHADER_ENVIRONMENT] = 0;
mShaderLevel[SHADER_WATER] = 0;
mShaderLevel[SHADER_INTERFACE] = 0;
mShaderLevel[SHADER_EFFECT] = 0;
mShaderLevel[SHADER_WINDLIGHT] = 0;
gPipeline.mShadersLoaded = false;
}
std::string LLViewerShaderMgr::loadBasicShaders()
{
// Load basic dependency shaders first
// All of these have to load for any shaders to function
S32 sum_lights_class = 3;
#if LL_DARWIN
// Work around driver crashes on older Macs when using deferred rendering
// NORSPEC-59
//
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);
// Load the Basic Vertex Shaders at the appropriate level.
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) );
if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
{
shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
}
shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
std::map<std::string, std::string> attribs;
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
std::to_string(LLSkinningUtil::getMaxJointCount());
bool ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections");
bool mirrors = gSavedSettings.getBOOL("RenderMirrors");
bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f;
S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3);
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
if (shadow_detail >= 1)
{
attribs["SUN_SHADOW"] = "1";
if (shadow_detail >= 2)
{
attribs["SPOT_SHADOW"] = "1";
}
}
if (ssr)
{
attribs["SSR"] = "1";
}
if (has_reflection_probes)
{
attribs["REFMAP_LEVEL"] = std::to_string(probe_level);
attribs["REF_SAMPLE_COUNT"] = "32";
}
if (mirrors)
{
attribs["HERO_PROBES"] = "1";
}
{ // PBR terrain
const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount"));
attribs["TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT"] = llformat("%d", mapping);
const F32 triplanar_factor = gSavedSettings.getF32("RenderTerrainPBRTriplanarBlendFactor");
attribs["TERRAIN_TRIPLANAR_BLEND_FACTOR"] = llformat("%.2f", triplanar_factor);
S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail");
detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX);
attribs["TERRAIN_PBR_DETAIL"] = llformat("%d", detail);
}
LLGLSLShader::sGlobalDefines = attribs;
// 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++)
{
// Note usage of GL_VERTEX_SHADER
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0)
{
LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL;
return shaders[i].first;
}
}
// Load the Basic Fragment Shaders at the appropriate level.
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
S32 ch = 1;
if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30)
{ //use indexed texture rendering for GLSL >= 1.30
ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1);
}
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/globalF.glsl", 1));
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/pbrterrainUtilF.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_FRAGMENT_SHADER
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0)
{
LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL;
return shaders[i].first;
}
}
return std::string();
}
bool LLViewerShaderMgr::loadShadersWater()
{
LL_PROFILE_ZONE_SCOPED;
bool success = true;
bool terrainWaterSuccess = true;
bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 &&
gSavedSettings.getS32("RenderShadowDetail") > 0;
if (mShaderLevel[SHADER_WATER] == 0)
{
gWaterProgram.unload();
gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
return true;
}
if (success)
{
// load water shader
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasReflectionProbes = true;
gWaterProgram.mFeatures.hasShadows = use_sun_shadow;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
gWaterProgram.clearPermutations();
if (LLPipeline::sRenderTransparentWater)
{
gWaterProgram.addPermutation("TRANSPARENT_WATER", "1");
}
if (use_sun_shadow)
{
gWaterProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
success = gWaterProgram.createShader();
llassert(success);
}
if (success)
{
// load water shader
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow;
gWaterEdgeProgram.mShaderFiles.clear();
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
gWaterEdgeProgram.clearPermutations();
gWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
if (LLPipeline::sRenderTransparentWater)
{
gWaterEdgeProgram.addPermutation("TRANSPARENT_WATER", "1");
}
if (use_sun_shadow)
{
gWaterEdgeProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
success = gWaterEdgeProgram.createShader();
llassert(success);
}
if (success)
{
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
gUnderWaterProgram.mFeatures.hasAtmospherics = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER));
gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gUnderWaterProgram.clearPermutations();
if (LLPipeline::sRenderTransparentWater)
{
gUnderWaterProgram.addPermutation("TRANSPARENT_WATER", "1");
}
success = gUnderWaterProgram.createShader();
llassert(success);
}
/// Keep track of water shader levels
if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]
|| gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER])
{
mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
}
if (!success)
{
mShaderLevel[SHADER_WATER] = 0;
return false;
}
// if we failed to load the terrain water shaders and we need them (using class2 water),
// then drop down to class1 water.
if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
{
mShaderLevel[SHADER_WATER]--;
return loadShadersWater();
}
LLWorld::getInstance()->updateWaterObjects();
return true;
}
bool LLViewerShaderMgr::loadShadersEffects()
{
LL_PROFILE_ZONE_SCOPED;
bool success = true;
if (mShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
gGlowExtractProgram.unload();
gPostVignetteProgram.unload(); // <FS:Ansariel> Import Vignette from Exodus
return true;
}
if (success)
{
gGlowProgram.mName = "Glow Shader (Post)";
gGlowProgram.mShaderFiles.clear();
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER));
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER));
gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gGlowProgram.createShader();
if (!success)
{
LLPipeline::sRenderGlow = false;
}
}
if (success)
{
const bool use_glow_noise = gSavedSettings.getBOOL("RenderGlowNoise");
const std::string glow_noise_label = use_glow_noise ? " (+Noise)" : "";
gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str());
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER));
gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
if (use_glow_noise)
{
gGlowExtractProgram.addPermutation("HAS_NOISE", "1");
}
success = gGlowExtractProgram.createShader();
if (!success)
{
LLPipeline::sRenderGlow = false;
}
}
// <FS:CR> Import Vignette from Exodus
if (success)
{
gPostVignetteProgram.mName = "Vignette Post";
gPostVignetteProgram.mShaderFiles.clear();
gPostVignetteProgram.mShaderFiles.push_back(make_pair("post/exoPostBaseV.glsl", GL_VERTEX_SHADER));
gPostVignetteProgram.mShaderFiles.push_back(make_pair("post/exoVignetteF.glsl", GL_FRAGMENT_SHADER));
gPostVignetteProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gPostVignetteProgram.createShader();
}
// </FS:CR>
return success;
}
bool LLViewerShaderMgr::loadShadersDeferred()
{
LL_PROFILE_ZONE_SCOPED;
bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 &&
gSavedSettings.getS32("RenderShadowDetail") > 0;
if (mShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
gDeferredTreeShadowProgram.unload();
gDeferredSkinnedTreeShadowProgram.unload();
gDeferredDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
gDeferredSkinnedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredBumpProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
gDeferredLightProgram.unload();
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
{
gDeferredMultiLightProgram[i].unload();
}
gDeferredSpotLightProgram.unload();
gDeferredMultiSpotLightProgram.unload();
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
gDeferredShadowProgram.unload();
gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
gDeferredSkinnedShadowAlphaMaskProgram.unload();
gDeferredShadowGLTFAlphaMaskProgram.unload();
gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload();
gDeferredShadowFullbrightAlphaMaskProgram.unload();
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload();
gDeferredAvatarShadowProgram.unload();
gDeferredAvatarAlphaShadowProgram.unload();
gDeferredAvatarAlphaMaskShadowProgram.unload();
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
gHUDAlphaProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
gDeferredFullbrightProgram.unload();
gHUDFullbrightProgram.unload();
gDeferredFullbrightAlphaMaskProgram.unload();
gHUDFullbrightAlphaMaskProgram.unload();
gDeferredFullbrightAlphaMaskAlphaProgram.unload();
gHUDFullbrightAlphaMaskAlphaProgram.unload();
gDeferredEmissiveProgram.unload();
gDeferredSkinnedEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
gDeferredPostProgram.unload();
gDeferredCoFProgram.unload();
gDeferredDoFCombineProgram.unload();
gExposureProgram.unload();
gExposureProgramNoFade.unload();
gLuminanceProgram.unload();
gDeferredPostGammaCorrectProgram.unload();
gNoPostGammaCorrectProgram.unload();
gLegacyPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
gEnvironmentMapProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredWLSunProgram.unload();
gDeferredWLMoonProgram.unload();
gDeferredStarProgram.unload();
gDeferredFullbrightShinyProgram.unload();
gHUDFullbrightShinyProgram.unload();
gDeferredSkinnedFullbrightShinyProgram.unload();
gDeferredSkinnedFullbrightProgram.unload();
gDeferredSkinnedFullbrightAlphaMaskProgram.unload();
gDeferredSkinnedFullbrightAlphaMaskAlphaProgram.unload();
gDeferredHighlightProgram.unload();
gNormalMapGenProgram.unload();
gDeferredGenBrdfLutProgram.unload();
gDeferredBufferVisualProgram.unload();
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
}
gHUDPBROpaqueProgram.unload();
gPBRGlowProgram.unload();
gDeferredPBROpaqueProgram.unload();
gGLTFPBRMetallicRoughnessProgram.unload();
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
gDeferredPBRTerrainProgram.unload();
// [RLVa:KB] - @setsphere
gRlvSphereProgram.unload();
// [/RLVa:KB]
return true;
}
bool success = true;
if (success)
{
gDeferredHighlightProgram.mName = "Deferred Highlight Shader";
gDeferredHighlightProgram.mShaderFiles.clear();
gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER));
gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER));
gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDeferredHighlightProgram.createShader();
}
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mFeatures.hasSrgb = true;
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram);
success = success && gDeferredDiffuseProgram.createShader();
}
if (success)
{
gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram);
success = success && gDeferredDiffuseAlphaMaskProgram.createShader();
}
if (success)
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader";
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER));
gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram);
success = success && gDeferredBumpProgram.createShader();
llassert(success);
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
{
bool has_skin = i & 0x10;
if (!has_skin)
{
mShaderList.push_back(&gDeferredMaterialProgram[i]);
gDeferredMaterialProgram[i].mName = llformat("Material Shader %d", i);
}
else
{
gDeferredMaterialProgram[i].mName = llformat("Skinned Material Shader %d", i);
}
U32 alpha_mode = i & 0x3;
gDeferredMaterialProgram[i].mShaderFiles.clear();
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER));
gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMaterialProgram[i].clearPermutations();
bool has_normal_map = (i & 0x8) > 0;
bool has_specular_map = (i & 0x4) > 0;
if (has_normal_map)
{
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
}
if (has_specular_map)
{
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
}
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
if (alpha_mode != 0)
{
gDeferredMaterialProgram[i].mFeatures.hasAlphaMask = true;
gDeferredMaterialProgram[i].addPermutation("HAS_ALPHA_MASK", "1");
}
if (use_sun_shadow)
{
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
}
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow;
gDeferredMaterialProgram[i].mFeatures.hasReflectionProbes = true;
if (has_skin)
{
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
}
else
{
gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10];
}
success = gDeferredMaterialProgram[i].createShader();
llassert(success);
}
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
{
gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader";
gDeferredPBROpaqueProgram.mFeatures.hasSrgb = true;
gDeferredPBROpaqueProgram.mShaderFiles.clear();
gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER));
gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER));
gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredPBROpaqueProgram.clearPermutations();
success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram);
if (success)
{
success = gDeferredPBROpaqueProgram.createShader();
}
llassert(success);
}
if (success)
{
gGLTFPBRMetallicRoughnessProgram.mName = "GLTF PBR Metallic Roughness Shader";
gGLTFPBRMetallicRoughnessProgram.mFeatures.hasSrgb = true;
gGLTFPBRMetallicRoughnessProgram.mShaderFiles.clear();
gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessV.glsl", GL_VERTEX_SHADER));
gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessF.glsl", GL_FRAGMENT_SHADER));
gGLTFPBRMetallicRoughnessProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gGLTFPBRMetallicRoughnessProgram.clearPermutations();
success = make_gltf_variants(gGLTFPBRMetallicRoughnessProgram, use_sun_shadow);
llassert(success);
}
if (success)
{
gPBRGlowProgram.mName = " PBR Glow Shader";
gPBRGlowProgram.mFeatures.hasSrgb = true;
gPBRGlowProgram.mShaderFiles.clear();
gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowV.glsl", GL_VERTEX_SHADER));
gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowF.glsl", GL_FRAGMENT_SHADER));
gPBRGlowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gPBRGlowProgram, gPBRGlowSkinnedProgram);
if (success)
{
success = gPBRGlowProgram.createShader();
}
llassert(success);
}
if (success)
{
gHUDPBROpaqueProgram.mName = "HUD PBR Opaque Shader";
gHUDPBROpaqueProgram.mFeatures.hasSrgb = true;
gHUDPBROpaqueProgram.mShaderFiles.clear();
gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER));
gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER));
gHUDPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gHUDPBROpaqueProgram.clearPermutations();
gHUDPBROpaqueProgram.addPermutation("IS_HUD", "1");
success = gHUDPBROpaqueProgram.createShader();
llassert(success);
}
if (success)
{
LLGLSLShader* shader = &gDeferredPBRAlphaProgram;
shader->mName = "Deferred PBR Alpha Shader";
shader->mFeatures.calculatesLighting = false;
shader->mFeatures.hasLighting = false;
shader->mFeatures.isAlphaLighting = true;
shader->mFeatures.hasSrgb = true;
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.isDeferred = true; // include deferredUtils
shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
shader->mShaderFiles.clear();
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
shader->clearPermutations();
U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND;
shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
shader->addPermutation("HAS_NORMAL_MAP", "1");
shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness
shader->addPermutation("HAS_EMISSIVE_MAP", "1");
shader->addPermutation("USE_VERTEX_COLOR", "1");
if (use_sun_shadow)
{
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram);
if (success)
{
success = shader->createShader();
}
llassert(success);
// Alpha Shader Hack
// See: LLRender::syncMatrices()
shader->mFeatures.calculatesLighting = true;
shader->mFeatures.hasLighting = true;
shader->mRiggedVariant->mFeatures.calculatesLighting = true;
shader->mRiggedVariant->mFeatures.hasLighting = true;
}
if (success)
{
LLGLSLShader* shader = &gHUDPBRAlphaProgram;
shader->mName = "HUD PBR Alpha Shader";
shader->mFeatures.hasSrgb = true;
shader->mShaderFiles.clear();
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
shader->clearPermutations();
shader->addPermutation("IS_HUD", "1");
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = shader->createShader();
llassert(success);
}
if (success)
{
S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail");
detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX);
const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount"));
gDeferredPBRTerrainProgram.mName = llformat("Deferred PBR Terrain Shader %d %s",
detail,
(mapping == 1 ? "flat" : "triplanar"));
gDeferredPBRTerrainProgram.mFeatures.hasSrgb = true;
gDeferredPBRTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredPBRTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredPBRTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredPBRTerrainProgram.mFeatures.hasGamma = true;
gDeferredPBRTerrainProgram.mFeatures.hasTransport = true;
gDeferredPBRTerrainProgram.mFeatures.isPBRTerrain = true;
gDeferredPBRTerrainProgram.mShaderFiles.clear();
gDeferredPBRTerrainProgram.mShaderFiles.push_back(make_pair("deferred/pbrterrainV.glsl", GL_VERTEX_SHADER));
gDeferredPBRTerrainProgram.mShaderFiles.push_back(make_pair("deferred/pbrterrainF.glsl", GL_FRAGMENT_SHADER));
gDeferredPBRTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredPBRTerrainProgram.addPermutation("TERRAIN_PBR_DETAIL", llformat("%d", detail));
gDeferredPBRTerrainProgram.addPermutation("TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT", llformat("%d", mapping));
success = gDeferredPBRTerrainProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredTreeProgram.mName = "Deferred Tree Shader";
gDeferredTreeProgram.mShaderFiles.clear();
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER));
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER));
gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeProgram.createShader();
}
if (success)
{
gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
gDeferredTreeShadowProgram.mShaderFiles.clear();
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram;
success = gDeferredTreeShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader";
gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear();
gDeferredSkinnedTreeShadowProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER));
gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedTreeShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
gDeferredImpostorProgram.mFeatures.hasSrgb = true;
gDeferredImpostorProgram.mShaderFiles.clear();
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER));
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER));
gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredImpostorProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mFeatures.isDeferred = true;
gDeferredLightProgram.mFeatures.hasShadows = true;
gDeferredLightProgram.mFeatures.hasSrgb = true;
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredLightProgram.clearPermutations();
success = gDeferredLightProgram.createShader();
llassert(success);
}
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
{
if (success)
{
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true;
gDeferredMultiLightProgram[i].clearPermutations();
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
success = gDeferredMultiLightProgram[i].createShader();
llassert(success);
}
}
if (success)
{
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredSpotLightProgram.mFeatures.isDeferred = true;
gDeferredSpotLightProgram.mFeatures.hasShadows = true;
gDeferredSpotLightProgram.clearPermutations();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
gDeferredMultiSpotLightProgram.clearPermutations();
gDeferredMultiSpotLightProgram.addPermutation("MULTI_SPOTLIGHT", "1");
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader();
llassert(success);
}
if (success)
{
std::string fragment;
std::string vertex = "deferred/sunLightV.glsl";
bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO");
if (use_ao)
{
fragment = "deferred/sunLightSSAOF.glsl";
}
else
{
fragment = "deferred/sunLightF.glsl";
if (mShaderLevel[SHADER_DEFERRED] == 1)
{ //no shadows, no SSAO, no frag coord
vertex = "deferred/sunLightNoFragCoordV.glsl";
}
}
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mFeatures.isDeferred = true;
gDeferredSunProgram.mFeatures.hasShadows = true;
gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER));
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER));
gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSunProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mFeatures.isDeferred = true;
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER));
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader();
llassert(success);
}
if (success)
{
for (int i = 0; i < 3 && success; ++i)
{
LLGLSLShader* shader = nullptr;
bool rigged = (i == 1);
bool hud = (i == 2);
if (hud)
{
shader = &gHUDAlphaProgram;
shader->mName = "HUD Alpha Shader";
}
else if (!rigged)
{
shader = &gDeferredAlphaProgram;
shader->mName = "Deferred Alpha Shader";
shader->mRiggedVariant = &gDeferredSkinnedAlphaProgram;
}
else
{
shader = &gDeferredSkinnedAlphaProgram;
shader->mName = "Skinned Deferred Alpha Shader";
shader->mFeatures.hasObjectSkinning = true;
}
shader->mFeatures.calculatesLighting = false;
shader->mFeatures.hasLighting = false;
shader->mFeatures.isAlphaLighting = true;
shader->mFeatures.hasSrgb = true;
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.hasReflectionProbes = true;
shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
shader->mShaderFiles.clear();
shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
shader->clearPermutations();
shader->addPermutation("USE_VERTEX_COLOR", "1");
shader->addPermutation("HAS_ALPHA_MASK", "1");
shader->addPermutation("USE_INDEXED_TEX", "1");
if (use_sun_shadow)
{
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (rigged)
{
shader->addPermutation("HAS_SKIN", "1");
}
if (hud)
{
shader->addPermutation("IS_HUD", "1");
}
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = shader->createShader();
llassert(success);
// Hack
shader->mFeatures.calculatesLighting = true;
shader->mFeatures.hasLighting = true;
}
}
if (success)
{
LLGLSLShader* shaders[] = {
&gDeferredAlphaImpostorProgram,
&gDeferredSkinnedAlphaImpostorProgram
};
for (int i = 0; i < 2 && success; ++i)
{
bool rigged = i == 1;
LLGLSLShader* shader = shaders[i];
shader->mName = rigged ? "Skinned Deferred Alpha Impostor Shader" : "Deferred Alpha Impostor Shader";
// Begin Hack
shader->mFeatures.calculatesLighting = false;
shader->mFeatures.hasLighting = false;
shader->mFeatures.hasSrgb = true;
shader->mFeatures.isAlphaLighting = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.hasReflectionProbes = true;
shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
shader->mShaderFiles.clear();
shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
shader->clearPermutations();
shader->addPermutation("USE_INDEXED_TEX", "1");
shader->addPermutation("FOR_IMPOSTOR", "1");
shader->addPermutation("HAS_ALPHA_MASK", "1");
shader->addPermutation("USE_VERTEX_COLOR", "1");
if (rigged)
{
shader->mFeatures.hasObjectSkinning = true;
shader->addPermutation("HAS_SKIN", "1");
}
if (use_sun_shadow)
{
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (!rigged)
{
shader->mRiggedVariant = shaders[1];
}
success = shader->createShader();
llassert(success);
// End Hack
shader->mFeatures.calculatesLighting = true;
shader->mFeatures.hasLighting = true;
}
}
if (success)
{
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
gDeferredAvatarEyesProgram.mShaderFiles.clear();
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarEyesProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram);
success = gDeferredFullbrightProgram.createShader();
llassert(success);
}
if (success)
{
gHUDFullbrightProgram.mName = "HUD Fullbright Shader";
gHUDFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightProgram.mFeatures.hasGamma = true;
gHUDFullbrightProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightProgram.mFeatures.hasSrgb = true;
gHUDFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightProgram.mShaderFiles.clear();
gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gHUDFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gHUDFullbrightProgram.clearPermutations();
gHUDFullbrightProgram.addPermutation("IS_HUD", "1");
success = gHUDFullbrightProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader";
gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightAlphaMaskProgram.clearPermutations();
gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram);
success = success && gDeferredFullbrightAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gHUDFullbrightAlphaMaskProgram.mName = "HUD Fullbright Alpha Masking Shader";
gHUDFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gHUDFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightAlphaMaskProgram.mShaderFiles.clear();
gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gHUDFullbrightAlphaMaskProgram.clearPermutations();
gHUDFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK", "1");
gHUDFullbrightAlphaMaskProgram.addPermutation("IS_HUD", "1");
gHUDFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gHUDFullbrightAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredFullbrightAlphaMaskAlphaProgram.mName = "Deferred Fullbright Alpha Masking Alpha Shader";
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightAlphaMaskAlphaProgram.clearPermutations();
gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1");
gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1");
gDeferredFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredFullbrightAlphaMaskAlphaProgram, gDeferredSkinnedFullbrightAlphaMaskAlphaProgram);
success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader();
llassert(success);
}
if (success)
{
gHUDFullbrightAlphaMaskAlphaProgram.mName = "HUD Fullbright Alpha Masking Alpha Shader";
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear();
gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gHUDFullbrightAlphaMaskAlphaProgram.clearPermutations();
gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1");
gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1");
gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_HUD", "1");
gHUDFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true;
success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram);
success = success && gDeferredFullbrightShinyProgram.createShader();
llassert(success);
}
if (success)
{
gHUDFullbrightShinyProgram.mName = "HUD FullbrightShiny Shader";
gHUDFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gHUDFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gHUDFullbrightShinyProgram.mFeatures.hasGamma = true;
gHUDFullbrightShinyProgram.mFeatures.hasSrgb = true;
gHUDFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gHUDFullbrightShinyProgram.mShaderFiles.clear();
gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER));
gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER));
gHUDFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gHUDFullbrightShinyProgram.mFeatures.hasReflectionProbes = true;
gHUDFullbrightShinyProgram.clearPermutations();
gHUDFullbrightShinyProgram.addPermutation("IS_HUD", "1");
success = gHUDFullbrightShinyProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER));
gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram);
success = success && gDeferredEmissiveProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mFeatures.hasSrgb = true;
gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasGamma = true;
gDeferredSoftenProgram.mFeatures.isDeferred = true;
gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
gDeferredSoftenProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gDeferredSoftenProgram.clearPermutations();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER));
gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (use_sun_shadow)
{
gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "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);
gDeferredSoftenProgram.addPermutation("HAS_SSAO", "1");
}
success = gDeferredSoftenProgram.createShader();
llassert(success);
}
if (success)
{
gHazeProgram.mName = "Haze Shader";
gHazeProgram.mShaderFiles.clear();
gHazeProgram.mFeatures.hasSrgb = true;
gHazeProgram.mFeatures.calculatesAtmospherics = true;
gHazeProgram.mFeatures.hasAtmospherics = true;
gHazeProgram.mFeatures.hasGamma = true;
gHazeProgram.mFeatures.isDeferred = true;
gHazeProgram.mFeatures.hasShadows = use_sun_shadow;
gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gHazeProgram.clearPermutations();
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER));
gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gHazeProgram.createShader();
llassert(success);
}
if (success)
{
gHazeWaterProgram.mName = "Water Haze Shader";
gHazeWaterProgram.mShaderFiles.clear();
gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gHazeWaterProgram.mFeatures.hasSrgb = true;
gHazeWaterProgram.mFeatures.calculatesAtmospherics = true;
gHazeWaterProgram.mFeatures.hasAtmospherics = true;
gHazeWaterProgram.mFeatures.hasGamma = true;
gHazeWaterProgram.mFeatures.isDeferred = true;
gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow;
gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gHazeWaterProgram.clearPermutations();
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER));
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER));
gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gHazeWaterProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram;
success = gDeferredShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredSkinnedShadowProgram.mName = "Deferred Skinned Shadow Shader";
gDeferredSkinnedShadowProgram.mFeatures.isDeferred = true;
gDeferredSkinnedShadowProgram.mFeatures.hasShadows = true;
gDeferredSkinnedShadowProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedShadowProgram.mShaderFiles.clear();
gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER));
gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
// gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now
success = gDeferredSkinnedShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
gDeferredShadowCubeProgram.mFeatures.isDeferred = true;
gDeferredShadowCubeProgram.mFeatures.hasShadows = true;
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
// gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1");
gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader";
gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations();
gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram);
success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram);
success = success && gDeferredShadowAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader";
gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowGLTFAlphaMaskProgram.clearPermutations();
success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram);
success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredShadowGLTFAlphaBlendProgram.mName = "Deferred GLTF Shadow Alpha Blend Shader";
gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.clear();
gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaBlendF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowGLTFAlphaBlendProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowGLTFAlphaBlendProgram.clearPermutations();
success = make_rigged_variant(gDeferredShadowGLTFAlphaBlendProgram, gDeferredSkinnedShadowGLTFAlphaBlendProgram);
success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader";
gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true;
gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear();
gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader";
gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true;
gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear();
gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaMaskShadowProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.hasSrgb = true;
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasGamma = true;
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER));
gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTerrainProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredAvatarProgram.mName = "Deferred Avatar Shader";
gDeferredAvatarProgram.mFeatures.hasSkinning = true;
gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader";
gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
gDeferredAvatarAlphaProgram.clearPermutations();
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
if (use_sun_shadow)
{
gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader();
llassert(success);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
{
gExposureProgram.mName = "Exposure";
gExposureProgram.mFeatures.hasSrgb = true;
gExposureProgram.mFeatures.isDeferred = true;
gExposureProgram.mShaderFiles.clear();
gExposureProgram.clearPermutations();
gExposureProgram.addPermutation("USE_LAST_EXPOSURE", "1");
gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER));
gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gExposureProgram.createShader();
llassert(success);
}
if (success)
{
gExposureProgramNoFade.mName = "Exposure (no fade)";
gExposureProgramNoFade.mFeatures.hasSrgb = true;
gExposureProgramNoFade.mFeatures.isDeferred = true;
gExposureProgramNoFade.mShaderFiles.clear();
gExposureProgramNoFade.clearPermutations();
gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER));
gExposureProgramNoFade.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gExposureProgramNoFade.createShader();
llassert(success);
}
if (success)
{
gLuminanceProgram.mName = "Luminance";
gLuminanceProgram.mShaderFiles.clear();
gLuminanceProgram.clearPermutations();
gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER));
gLuminanceProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gLuminanceProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true;
gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;
gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
gDeferredPostGammaCorrectProgram.clearPermutations();
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostGammaCorrectProgram.createShader();
llassert(success);
}
if (success)
{
gNoPostGammaCorrectProgram.mName = "No Post Gamma Correction Post Process";
gNoPostGammaCorrectProgram.mFeatures.hasSrgb = true;
gNoPostGammaCorrectProgram.mFeatures.isDeferred = true;
gNoPostGammaCorrectProgram.mShaderFiles.clear();
gNoPostGammaCorrectProgram.clearPermutations();
gNoPostGammaCorrectProgram.addPermutation("NO_POST", "1");
gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
gNoPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gNoPostGammaCorrectProgram.createShader();
llassert(success);
}
if (success)
{
gLegacyPostGammaCorrectProgram.mName = "Legacy Gamma Correction Post Process";
gLegacyPostGammaCorrectProgram.mFeatures.hasSrgb = true;
gLegacyPostGammaCorrectProgram.mFeatures.isDeferred = true;
gLegacyPostGammaCorrectProgram.mShaderFiles.clear();
gLegacyPostGammaCorrectProgram.clearPermutations();
gLegacyPostGammaCorrectProgram.addPermutation("LEGACY_GAMMA", "1");
gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
gLegacyPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gLegacyPostGammaCorrectProgram.createShader();
llassert(success);
}
if (success && gGLManager.mGLVersion > 3.9f)
{
gFXAAProgram.mName = "FXAA Shader";
gFXAAProgram.mFeatures.isDeferred = true;
gFXAAProgram.mShaderFiles.clear();
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER));
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER));
gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gFXAAProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mFeatures.isDeferred = true;
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER));
gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredCoFProgram.mName = "Deferred CoF Shader";
gDeferredCoFProgram.mShaderFiles.clear();
gDeferredCoFProgram.mFeatures.isDeferred = true;
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER));
gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredCoFProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
gDeferredDoFCombineProgram.mFeatures.isDeferred = true;
gDeferredDoFCombineProgram.mShaderFiles.clear();
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER));
gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredDoFCombineProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader";
gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER));
gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader();
llassert(success);
}
if (success)
{
gEnvironmentMapProgram.mName = "Environment Map Program";
gEnvironmentMapProgram.mShaderFiles.clear();
gEnvironmentMapProgram.mFeatures.calculatesAtmospherics = true;
gEnvironmentMapProgram.mFeatures.hasAtmospherics = true;
gEnvironmentMapProgram.mFeatures.hasGamma = true;
gEnvironmentMapProgram.mFeatures.hasSrgb = true;
gEnvironmentMapProgram.clearPermutations();
gEnvironmentMapProgram.addPermutation("HAS_HDRI", "1");
gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER));
gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER));
gEnvironmentMapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gEnvironmentMapProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gEnvironmentMapProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
gDeferredWLSkyProgram.mShaderFiles.clear();
gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER));
gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSkyProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER));
gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
gDeferredWLCloudProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113
success = gDeferredWLCloudProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program";
gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasGamma = true;
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasSrgb = true;
gDeferredWLSunProgram.mShaderFiles.clear();
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER));
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER));
gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSunProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program";
gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasGamma = true;
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
gDeferredWLMoonProgram.mShaderFiles.clear();
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER));
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER));
gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
gDeferredWLMoonProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113
success = gDeferredWLMoonProgram.createShader();
llassert(success);
}
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER));
gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
gDeferredStarProgram.addConstant( LLGLSLShader::SHADER_CONST_STAR_DEPTH ); // SL-14113
success = gDeferredStarProgram.createShader();
llassert(success);
}
if (success)
{
gNormalMapGenProgram.mName = "Normal Map Generation Program";
gNormalMapGenProgram.mShaderFiles.clear();
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER));
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER));
gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gNormalMapGenProgram.createShader();
}
if (success)
{
gDeferredGenBrdfLutProgram.mName = "Brdf Gen Shader";
gDeferredGenBrdfLutProgram.mShaderFiles.clear();
gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER));
gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER));
gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredGenBrdfLutProgram.createShader();
}
if (success) {
gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post";
gPostScreenSpaceReflectionProgram.mShaderFiles.clear();
gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER));
gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER));
gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true;
gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true;
gPostScreenSpaceReflectionProgram.mShaderLevel = 3;
success = gPostScreenSpaceReflectionProgram.createShader();
}
if (success) {
gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader";
gDeferredBufferVisualProgram.mShaderFiles.clear();
gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER));
gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBufferVisualProgram.createShader();
}
// [RLVa:KB] - @setsphere
if(success)
{
gRlvSphereProgram.mName = "RLVa Sphere Post Processing Shader";
gRlvSphereProgram.mFeatures.isDeferred = true;
gRlvSphereProgram.mShaderFiles.clear();
gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvV.glsl", GL_VERTEX_SHADER));
if (gGLManager.mGLVersion >= 4.5f)
gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvF.glsl", GL_FRAGMENT_SHADER));
else
gRlvSphereProgram.mShaderFiles.push_back(make_pair("deferred/rlvFLegacy.glsl", GL_FRAGMENT_SHADER));
gRlvSphereProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gRlvSphereProgram.createShader();
}
// [/RLV:KB]
return success;
}
bool LLViewerShaderMgr::loadShadersObject()
{
LL_PROFILE_ZONE_SCOPED;
bool success = true;
if (success)
{
gObjectBumpProgram.mName = "Bump Shader";
gObjectBumpProgram.mShaderFiles.clear();
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER));
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER));
gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram);
success = success && gObjectBumpProgram.createShader();
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram };
for (int i = 0; i < 2; ++i)
{
shader[i]->bind();
shader[i]->uniform1i(sTexture0, 0);
shader[i]->uniform1i(sTexture1, 1);
shader[i]->unbind();
}
}
}
if (success)
{
gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER));
gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNoColorProgram.createShader();
}
if (success)
{
gImpostorProgram.mName = "Impostor Shader";
gImpostorProgram.mFeatures.hasSrgb = true;
gImpostorProgram.mShaderFiles.clear();
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER));
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER));
gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gImpostorProgram.createShader();
}
if (success)
{
gObjectPreviewProgram.mName = "Object Preview Shader";
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram);
success = gObjectPreviewProgram.createShader();
gObjectPreviewProgram.mFeatures.hasLighting = true;
gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true;
}
if (success)
{
gPhysicsPreviewProgram.mName = "Preview Physics Shader";
gPhysicsPreviewProgram.mFeatures.calculatesLighting = false;
gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false;
gPhysicsPreviewProgram.mFeatures.hasGamma = false;
gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
gPhysicsPreviewProgram.mFeatures.hasLighting = false;
gPhysicsPreviewProgram.mShaderFiles.clear();
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER));
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER));
gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gPhysicsPreviewProgram.createShader();
gPhysicsPreviewProgram.mFeatures.hasLighting = false;
}
if (!success)
{
mShaderLevel[SHADER_OBJECT] = 0;
return false;
}
return true;
}
bool LLViewerShaderMgr::loadShadersAvatar()
{
LL_PROFILE_ZONE_SCOPED;
#if 1 // DEPRECATED -- forward rendering is deprecated
bool success = true;
if (mShaderLevel[SHADER_AVATAR] == 0)
{
gAvatarProgram.unload();
gAvatarEyeballProgram.unload();
return true;
}
if (success)
{
gAvatarProgram.mName = "Avatar Shader";
gAvatarProgram.mFeatures.hasSkinning = true;
gAvatarProgram.mFeatures.calculatesAtmospherics = true;
gAvatarProgram.mFeatures.calculatesLighting = true;
gAvatarProgram.mFeatures.hasGamma = true;
gAvatarProgram.mFeatures.hasAtmospherics = true;
gAvatarProgram.mFeatures.hasLighting = true;
gAvatarProgram.mFeatures.hasAlphaMask = true;
gAvatarProgram.mShaderFiles.clear();
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER));
gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarProgram.createShader();
/// Keep track of avatar levels
if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR])
{
mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
}
}
if (success)
{
gAvatarEyeballProgram.mName = "Avatar Eyeball Program";
gAvatarEyeballProgram.mFeatures.calculatesLighting = true;
gAvatarEyeballProgram.mFeatures.isSpecular = true;
gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasGamma = true;
gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasLighting = true;
gAvatarEyeballProgram.mFeatures.hasAlphaMask = true;
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER));
gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarEyeballProgram.createShader();
}
if( !success )
{
mShaderLevel[SHADER_AVATAR] = 0;
mMaxAvatarShaderLevel = 0;
return false;
}
#endif
return true;
}
bool LLViewerShaderMgr::loadShadersInterface()
{
LL_PROFILE_ZONE_SCOPED;
bool success = true;
if (success)
{
gHighlightProgram.mName = "Highlight Shader";
gHighlightProgram.mShaderFiles.clear();
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER));
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram);
success = success && gHighlightProgram.createShader();
}
if (success)
{
gHighlightNormalProgram.mName = "Highlight Normals Shader";
gHighlightNormalProgram.mShaderFiles.clear();
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER));
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightNormalProgram.createShader();
}
if (success)
{
gHighlightSpecularProgram.mName = "Highlight Spec Shader";
gHighlightSpecularProgram.mShaderFiles.clear();
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER));
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightSpecularProgram.createShader();
}
if (success)
{
gUIProgram.mName = "UI Shader";
gUIProgram.mShaderFiles.clear();
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER));
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER));
gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gUIProgram.createShader();
}
if (success)
{
gPathfindingProgram.mName = "Pathfinding Shader";
gPathfindingProgram.mShaderFiles.clear();
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER));
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER));
gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingProgram.createShader();
}
if (success)
{
gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader";
gPathfindingNoNormalsProgram.mShaderFiles.clear();
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER));
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER));
gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingNoNormalsProgram.createShader();
}
if (success)
{
gGlowCombineProgram.mName = "Glow Combine Shader";
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER));
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER));
gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineProgram.createShader();
if (success)
{
gGlowCombineProgram.bind();
gGlowCombineProgram.uniform1i(sGlowMap, 0);
gGlowCombineProgram.uniform1i(sScreenMap, 1);
gGlowCombineProgram.unbind();
}
}
if (success)
{
gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
gGlowCombineFXAAProgram.mShaderFiles.clear();
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER));
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER));
gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineFXAAProgram.createShader();
if (success)
{
gGlowCombineFXAAProgram.bind();
gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0);
gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1);
gGlowCombineFXAAProgram.unbind();
}
}
#ifdef LL_WINDOWS
if (success)
{
gTwoTextureCompareProgram.mName = "Two Texture Compare Shader";
gTwoTextureCompareProgram.mShaderFiles.clear();
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER));
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER));
gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gTwoTextureCompareProgram.createShader();
if (success)
{
gTwoTextureCompareProgram.bind();
gTwoTextureCompareProgram.uniform1i(sTex0, 0);
gTwoTextureCompareProgram.uniform1i(sTex1, 1);
gTwoTextureCompareProgram.uniform1i(sDitherTex, 2);
}
}
if (success)
{
gOneTextureFilterProgram.mName = "One Texture Filter Shader";
gOneTextureFilterProgram.mShaderFiles.clear();
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER));
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER));
gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOneTextureFilterProgram.createShader();
if (success)
{
gOneTextureFilterProgram.bind();
gOneTextureFilterProgram.uniform1i(sTex0, 0);
}
}
#endif
if (success)
{
gSolidColorProgram.mName = "Solid Color Shader";
gSolidColorProgram.mShaderFiles.clear();
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER));
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER));
gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSolidColorProgram.createShader();
if (success)
{
gSolidColorProgram.bind();
gSolidColorProgram.uniform1i(sTex0, 0);
gSolidColorProgram.unbind();
}
}
if (success)
{
gOcclusionProgram.mName = "Occlusion Shader";
gOcclusionProgram.mShaderFiles.clear();
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER));
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram;
success = gOcclusionProgram.createShader();
}
if (success)
{
gSkinnedOcclusionProgram.mName = "Skinned Occlusion Shader";
gSkinnedOcclusionProgram.mFeatures.hasObjectSkinning = true;
gSkinnedOcclusionProgram.mShaderFiles.clear();
gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER));
gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSkinnedOcclusionProgram.createShader();
}
if (success)
{
gOcclusionCubeProgram.mName = "Occlusion Cube Shader";
gOcclusionCubeProgram.mShaderFiles.clear();
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER));
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOcclusionCubeProgram.createShader();
}
if (success)
{
gDebugProgram.mName = "Debug Shader";
gDebugProgram.mShaderFiles.clear();
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER));
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER));
gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram;
gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram);
success = success && gDebugProgram.createShader();
}
if (success)
{
for (S32 variant = 0; variant < NORMAL_DEBUG_SHADER_COUNT; ++variant)
{
LLGLSLShader& shader = gNormalDebugProgram[variant];
LLGLSLShader& skinned_shader = gSkinnedNormalDebugProgram[variant];
shader.mName = "Normal Debug Shader";
shader.mShaderFiles.clear();
shader.mShaderFiles.push_back(make_pair("interface/normaldebugV.glsl", GL_VERTEX_SHADER));
// *NOTE: Geometry shaders have a reputation for being slow.
// Consider using compute shaders instead, which have a reputation
// for being fast. This geometry shader in particular seems to run
// fine on my machine, but I won't vouch for this in
// performance-critical areas. -Cosmic,2023-09-28
shader.mShaderFiles.push_back(make_pair("interface/normaldebugG.glsl", GL_GEOMETRY_SHADER));
shader.mShaderFiles.push_back(make_pair("interface/normaldebugF.glsl", GL_FRAGMENT_SHADER));
shader.mRiggedVariant = &skinned_shader;
shader.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
if (variant == NORMAL_DEBUG_SHADER_WITH_TANGENTS)
{
shader.addPermutation("HAS_ATTRIBUTE_TANGENT", "1");
}
success = make_rigged_variant(shader, skinned_shader);
success = success && shader.createShader();
}
}
if (success)
{
gClipProgram.mName = "Clip Shader";
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER));
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER));
gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gClipProgram.createShader();
}
if (success)
{
gBenchmarkProgram.mName = "Benchmark Shader";
gBenchmarkProgram.mShaderFiles.clear();
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER));
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER));
gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gBenchmarkProgram.createShader();
}
if (success)
{
gReflectionProbeDisplayProgram.mName = "Reflection Probe Display Shader";
gReflectionProbeDisplayProgram.mFeatures.hasReflectionProbes = true;
gReflectionProbeDisplayProgram.mFeatures.hasSrgb = true;
gReflectionProbeDisplayProgram.mFeatures.calculatesAtmospherics = true;
gReflectionProbeDisplayProgram.mFeatures.hasAtmospherics = true;
gReflectionProbeDisplayProgram.mFeatures.hasGamma = true;
gReflectionProbeDisplayProgram.mFeatures.isDeferred = true;
gReflectionProbeDisplayProgram.mShaderFiles.clear();
gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeV.glsl", GL_VERTEX_SHADER));
gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeF.glsl", GL_FRAGMENT_SHADER));
gReflectionProbeDisplayProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gReflectionProbeDisplayProgram.createShader();
}
if (success)
{
gCopyProgram.mName = "Copy Shader";
gCopyProgram.mShaderFiles.clear();
gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gCopyProgram.createShader();
}
if (success)
{
gCopyDepthProgram.mName = "Copy Depth Shader";
gCopyDepthProgram.mShaderFiles.clear();
gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
gCopyDepthProgram.clearPermutations();
gCopyDepthProgram.addPermutation("COPY_DEPTH", "1");
gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gCopyDepthProgram.createShader();
}
if (success)
{
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER));
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER));
gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gAlphaMaskProgram.createShader();
}
if (success)
{
gReflectionMipProgram.mName = "Reflection Mip Shader";
gReflectionMipProgram.mFeatures.isDeferred = true;
gReflectionMipProgram.mFeatures.hasGamma = true;
gReflectionMipProgram.mFeatures.hasAtmospherics = true;
gReflectionMipProgram.mFeatures.calculatesAtmospherics = true;
gReflectionMipProgram.mShaderFiles.clear();
gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER));
gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER));
gReflectionMipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gReflectionMipProgram.createShader();
}
if (success)
{
gGaussianProgram.mName = "Reflection Mip Shader";
gGaussianProgram.mFeatures.isDeferred = true;
gGaussianProgram.mFeatures.hasGamma = true;
gGaussianProgram.mFeatures.hasAtmospherics = true;
gGaussianProgram.mFeatures.calculatesAtmospherics = true;
gGaussianProgram.mShaderFiles.clear();
gGaussianProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER));
gGaussianProgram.mShaderFiles.push_back(make_pair("interface/gaussianF.glsl", GL_FRAGMENT_SHADER));
gGaussianProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGaussianProgram.createShader();
}
if (success && gGLManager.mHasCubeMapArray)
{
gRadianceGenProgram.mName = "Radiance Gen Shader";
gRadianceGenProgram.mShaderFiles.clear();
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER));
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER));
gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
gRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "32");
success = gRadianceGenProgram.createShader();
}
if (success && gGLManager.mHasCubeMapArray)
{
gHeroRadianceGenProgram.mName = "Hero Radiance Gen Shader";
gHeroRadianceGenProgram.mShaderFiles.clear();
gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER));
gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER));
gHeroRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
gHeroRadianceGenProgram.addPermutation("HERO_PROBES", "1");
gHeroRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "4");
success = gHeroRadianceGenProgram.createShader();
}
if (success && gGLManager.mHasCubeMapArray)
{
gIrradianceGenProgram.mName = "Irradiance Gen Shader";
gIrradianceGenProgram.mShaderFiles.clear();
gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER));
gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER));
gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gIrradianceGenProgram.createShader();
}
if( !success )
{
mShaderLevel[SHADER_INTERFACE] = 0;
return false;
}
return true;
}
std::string LLViewerShaderMgr::getShaderDirPrefix(void)
{
return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class");
}
void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
{
LLEnvironment::instance().updateShaderUniforms(shader);
}
LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const
{
return mShaderList.begin();
}
LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const
{
return mShaderList.end();
}