From 8f261582b80d7d4a61cf8bb42c0429fa58f0c186 Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Wed, 22 Feb 2012 14:30:24 -0600
Subject: [PATCH] SH-2908 Fix for crash when enabling Lighting and Shadows on
 some AMD GPUs

---
 indra/llrender/llshadermgr.cpp                |   1 +
 .../class1/deferred/attachmentShadowF.glsl    |   2 -
 .../class1/deferred/attachmentShadowV.glsl    |   5 -
 .../class1/deferred/avatarAlphaNoColorV.glsl  | 148 ++++++++++++++++++
 .../class1/deferred/postDeferredNoTCV.glsl    |  40 +++++
 .../shaders/class1/deferred/skyV.glsl         |   5 +-
 indra/newview/llviewershadermgr.cpp           |  10 +-
 7 files changed, 195 insertions(+), 16 deletions(-)
 create mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
 create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl

diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index e1cd8fa62d5..b28a97adaa3 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -644,6 +644,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
 		text[count++] = strdup("#define textureCube texture\n");
 		text[count++] = strdup("#define texture2DLod textureLod\n");
 		text[count++] = strdup("#define	shadow2D(a,b) vec2(texture(a,b))\n");
+		text[count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
 	}
 
 	//copy preprocessor definitions into buffer
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 92e3f7f3886..22c9a4d14e3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -30,12 +30,10 @@ out vec4 frag_color;
 
 uniform sampler2D diffuseMap;
 
-VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
 
 void main() 
 {
-	//frag_color = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
 	frag_color = vec4(1,1,1,1);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index ded6cced27f..81961d77460 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -27,11 +27,8 @@ uniform mat4 modelview_matrix;
 uniform mat4 texture_matrix0;
 
 ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
 ATTRIBUTE vec2 texcoord0;
 
-VARYING vec4 vertex_color;
-
 mat4 getObjectSkinnedTransform();
 
 void main()
@@ -42,8 +39,6 @@ void main()
 	mat = modelview_matrix * mat;
 	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vertex_color = diffuse_color;
-	
 	vec4 p = projection_matrix * vec4(pos, 1.0);
 	p.z = max(p.z, -p.w+0.01);
 	gl_Position = p;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
new file mode 100644
index 00000000000..5f395801e51
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -0,0 +1,148 @@
+/** 
+ * @file avatarAlphaNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ * 
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ * 
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+ * 
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+mat4 getSkinnedTransform();
+void calcAtmospherics(vec3 inPositionEye);
+
+float calcDirectionalLight(vec3 n, vec3 l);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+
+uniform float near_clip;
+
+uniform vec4 color;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8]; 
+uniform vec3 light_diffuse[8];
+
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+        float a = max(dot(n,l),0.0);
+        return a;
+}
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+	//get light vector
+	vec3 lv = lp.xyz-v;
+	
+	//get distance
+	float d = dot(lv,lv);
+	
+	float da = 0.0;
+
+	if (d > 0.0 && la > 0.0 && fa > 0.0)
+	{
+		//normalize light vector
+		lv = normalize(lv);
+	
+		//distance attenuation
+		float dist2 = d/la;
+		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+		// spotlight coefficient.
+		float spot = max(dot(-ln, lv), is_pointlight);
+		da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+		//angular attenuation
+		da *= max(dot(n, lv), 0.0);		
+	}
+
+	return da;	
+}
+
+void main()
+{
+	vary_texcoord0 = texcoord0;
+				
+	vec4 pos;
+	vec3 norm;
+	
+	mat4 trans = getSkinnedTransform();
+	vec4 pos_in = vec4(position.xyz, 1.0);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
+	pos.w = 1.0;
+	
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
+	norm = normalize(norm);
+		
+	vec4 frag_pos = projection_matrix * pos;
+	gl_Position = frag_pos;
+	
+	vary_position = pos.xyz;
+	
+	calcAtmospherics(pos.xyz);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
+
+	// Collect normal lights
+	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+	
+	vary_pointlight_col = col.rgb*color.rgb;
+
+	col.rgb = vec3(0,0,0);
+
+	// Add windlight lights
+	col.rgb = atmosAmbient(vec3(0.));
+	
+	vary_ambient = col.rgb*color.rgb;
+	vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
+	
+	col.rgb = col.rgb * color.rgb;
+	
+	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
new file mode 100644
index 00000000000..bd0cb504646
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -0,0 +1,40 @@
+/** 
+ * @file postDeferredV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ * 
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ * 
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+ * 
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+
+uniform vec2 screen_res;
+
+void main()
+{
+	//transform vertex
+	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+	gl_Position = pos;	
+	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index cb7603f4fd3..7c02d31d436 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -26,7 +26,6 @@
 uniform mat4 modelview_projection_matrix;
 
 ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
 
 // SKY ////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;
 
 // Output parameters
 VARYING vec4 vary_HazeColor;
-VARYING vec2 vary_texcoord0;
 
 // Inputs
 uniform vec3 camPosLocal;
@@ -60,8 +58,7 @@ void main()
 
 	// World / view / projection
 	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-	vary_texcoord0 = texcoord0;
-
+	
 	// Get relative position
 	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
 	//vec3 P = position.xyz + vec3(0,50,0);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 06db644851f..a5984973929 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1428,7 +1428,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
 		gDeferredAvatarAlphaProgram.mShaderFiles.clear();
-		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 
@@ -1452,7 +1452,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredPostProgram.mName = "Deferred Post Shader";
 		gDeferredPostProgram.mShaderFiles.clear();
-		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostProgram.createShader(NULL, NULL);
@@ -1462,7 +1462,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredCoFProgram.mName = "Deferred CoF Shader";
 		gDeferredCoFProgram.mShaderFiles.clear();
-		gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredCoFProgram.createShader(NULL, NULL);
@@ -1472,7 +1472,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
 		gDeferredDoFCombineProgram.mShaderFiles.clear();
-		gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
@@ -1482,7 +1482,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
 		gDeferredPostNoDoFProgram.mShaderFiles.clear();
-		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
-- 
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