diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl deleted file mode 100644 index d973326f9353e790d72aa7eeaf7494db7513a8eb..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file avatarShadowF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl deleted file mode 100644 index 1a655e64671577f23718b263f2e1fdddf3ab7ed4..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file attachmentShadowV.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; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -VARYING vec4 pos; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - pos = (mat*vec4(position.xyz, 1.0)); - pos = projection_matrix * vec4(pos.xyz, 1.0); - -#if !defined(DEPTH_CLAMP) - pos.z = max(pos.z, -pos.w+0.01); -#endif - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl deleted file mode 100644 index 48eefc7a73c7ccb9f4b86459925b63b8087ac901..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file avatarShadowF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl deleted file mode 100644 index 164b355f2088cc42b69a2e5d5841be5762be5d77..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file avatarShadowV.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; - -mat4 getSkinnedTransform(); - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -void main() -{ - vec3 norm; - - vec4 pos_in = vec4(position.xyz, 1.0); - mat4 trans = getSkinnedTransform(); - - 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); - - pos = projection_matrix * pos; - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - -} - - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl deleted file mode 100644 index 32210f60dc25a1f043aae0a00fe63da42b8a974c..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,119 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -vec4 computeMoments(float depth, float alpha); - -void main() -{ - if (cloud_scale >= 0.001) - { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = computeMoments(length(pos), alpha1); - } - else - { - frag_color = vec4(0); - } -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f934ed4422f333c5b3cca100d0357742c..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl deleted file mode 100644 index e40d7e7c75381f3678f5721492e2a322b737b2b8..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ /dev/null @@ -1,166 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - vec3 view_ray = vary_pos.xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); - - vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); - - // Combine - vec4 color; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - - vec3 sun_indir = vec3(-view_direction.xy, view_direction.z); - vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)), - dot(l1g, l1tap * vec4(1, sun_indir)), - dot(l1b, l1tap * vec4(1, sun_indir))); - - - amb = max(vec3(0), amb); - - color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); - color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); - color.rgb += amb; - - frag_data[0] = vec4(color.rgb, alpha1); - frag_data[1] = vec4(0); - frag_data[2] = vec4(0,1,0,1); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl deleted file mode 100644 index 71e422ddf06598fdde9bb87cafc2ae9772ac25e1..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file WLCloudsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -// Inputs -uniform float cloud_scale; -uniform vec4 lightnorm; -uniform vec3 camPosLocal; - -void main() -{ - vary_pos = position; - - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= max(0.001, cloud_scale); - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // END CLOUDS -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl deleted file mode 100644 index cdaff4b09f7eb2950cd0a6db34ee837343deb00d..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl +++ /dev/null @@ -1,202 +0,0 @@ -/** - * @file depthToShadowVolumeG.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ -#extension GL_ARB_geometry_shader4 : enable -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -layout (triangles) in; -layout (triangle_strip, max_vertices = 128) out; - -uniform sampler2DRect depthMap; -uniform mat4 shadowMatrix[6]; -uniform vec4 lightpos; - -VARYING vec2 vary_texcoord0; - -out vec3 to_vec; - -void cross_products(out vec4 ns[3], int a, int b, int c) -{ - ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz); - ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz); - ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz); -} - -vec3 getLightDirection(vec4 lightpos, vec3 pos) -{ - - vec3 lightdir = lightpos.xyz - lightpos.w * pos; - return lightdir; -} - -void emitTri(vec4 v[3]) -{ - gl_Position = proj_matrix * v[0]; - EmitVertex(); - - gl_Position = proj_matrix * v[1]; - EmitVertex(); - - gl_Position = proj_matrix * v[2]; - EmitVertex(); - - EndPrimitive(); -} - -void emitQuad(vec4 v[4] -{ - // Emit a quad as a triangle strip. - gl_Position = proj_matrix*v[0]; - EmitVertex(); - - gl_Position = proj_matrix*v[1]; - EmitVertex(); - - gl_Position = proj_matrix*v[2]; - EmitVertex(); - - gl_Position = proj_matrix*v[3]; - EmitVertex(); - - EndPrimitive(); -} - -void emitPrimitives(int layer) -{ - int i = layer; - gl_Layer = i; - - vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg)); - vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg)); - vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg)); - vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg)); - - depth1 = min(depth1, depth2); - depth1 = min(depth1, depth3); - depth1 = min(depth1, depth4); - - vec2 depth = min(depth1.xy, depth1.zw); - - int side = sqrt(gl_VerticesIn); - - for (int j = 0; j < side; j++) - { - for (int k = 0; k < side; ++k) - { - vec3 pos = gl_PositionIn[(j * side) + k].xyz; - vec4 v = shadowMatrix[i] * vec4(pos, 1.0); - gl_Position = v; - to_vec = pos - light_position.xyz * depth; - EmitVertex(); - } - - EndPrimitive(); - } - - vec3 norms[3]; // Normals - vec3 lightdir3]; // Directions toward light - - vec4 v[4]; // Temporary vertices - - vec4 or_pos[3] = - { // Triangle oriented toward light source - gl_PositionIn[0], - gl_PositionIn[2], - gl_PositionIn[4] - }; - - // Compute normal at each vertex. - cross_products(n, 0, 2, 4); - - // Compute direction from vertices to light. - lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz); - lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz); - lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz); - - // Check if the main triangle faces the light. - bool faces_light = true; - if (!(dot(ns[0],d[0]) > 0 - |dot(ns[1],d[1]) > 0 - |dot(ns[2],d[2]) > 0)) - { - // Flip vertex winding order in or_pos. - or_pos[1] = gl_PositionIn[4]; - or_pos[2] = gl_PositionIn[2]; - faces_light = false; - } - - // Near cap: simply render triangle. - emitTri(or_pos); - - // Far cap: extrude positions to infinity. - v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0); - v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0); - v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0); - - emitTri(v); - - // Loop over all edges and extrude if needed. - for ( int i=0; i<3; i++ ) - { - // Compute indices of neighbor triangle. - int v0 = i*2; - int nb = (i*2+1); - int v1 = (i*2+2) % 6; - cross_products(n, v0, nb, v1); - - // Compute direction to light, again as above. - d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz; - d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz; - d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz; - - bool is_parallel = gl_PositionIn[nb].w < 1e-5; - - // Extrude the edge if it does not have a - // neighbor, or if it's a possible silhouette. - if (is_parallel || - ( faces_light != (dot(ns[0],d[0])>0 || - dot(ns[1],d[1])>0 || - dot(ns[2],d[2])>0) )) - { - // Make sure sides are oriented correctly. - int i0 = faces_light ? v0 : v1; - int i1 = faces_light ? v1 : v0; - - v[0] = gl_PositionIn[i0]; - v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0); - v[2] = gl_PositionIn[i1]; - v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0); - - emitQuad(v); - } - } -} - -void main() -{ - // Output - emitPrimitives(0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl deleted file mode 100644 index 34d26cddea8b452893fa22e9436fb2754a3d35a4..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file class3/deferred/gatherSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec2 screen_res; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -void main() -{ - vec2 offset = vec2(2.0) / screen_res; - - vec4 r = vec4(0); - vec4 g = vec4(0); - vec4 b = vec4(0); - - vec2 tc = vary_frag * 2.0; - - r += texture2D(sh_input_r, tc + vec2(0, 0)); - r += texture2D(sh_input_r, tc + vec2(offset.x, 0)); - r += texture2D(sh_input_r, tc + vec2(0, offset.y)); - r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y)); - r /= 4.0f; - - g += texture2D(sh_input_g, tc + vec2(0, 0)); - g += texture2D(sh_input_g, tc + vec2(offset.x, 0)); - g += texture2D(sh_input_g, tc + vec2(0, offset.y)); - g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y)); - g /= 4.0f; - - b += texture2D(sh_input_b, tc + vec2(0, 0)); - b += texture2D(sh_input_b, tc + vec2(offset.x, 0)); - b += texture2D(sh_input_b, tc + vec2(0, offset.y)); - b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y)); - b /= 4.0f; - - frag_data[0] = r; - frag_data[1] = g; - frag_data[2] = b; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl deleted file mode 100644 index 337c8a50fe5985e8a9591534898ef49239a9eef7..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file gatherSkyShV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; -uniform vec2 screen_res; - -void main() -{ - // pass through untransformed fullscreen pos - float oo_divisor = screen_res.x / 64.0; - vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0); - gl_Position = vec4(pos.xyz, 1.0); - vary_frag = texcoord0 * oo_divisor; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl deleted file mode 100644 index d5d91c88f07c78a6159f68f1c819cdcdf8a4e324..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl +++ /dev/null @@ -1,111 +0,0 @@ -/** - * @file class3/deferred/genSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 sun_dir; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 calcDirection(vec2 tc) -{ - float phi = tc.y * 2.0 * 3.14159265; - float cosTheta = sqrt(1.0 - tc.x); - float sinTheta = sqrt(1.0 - cosTheta * cosTheta); - return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); -} - -// reverse mapping above to convert a hemisphere direction into phi/theta values -void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) -{ - float sin_theta; - float cos_theta; - cos_theta = dir.z; - theta = acos(cos_theta); - sin_theta = sin(theta); - phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; -} - -// reverse mapping above to convert a hemisphere direction into an SH texture sample pos -vec2 calcShUvFromDirection(vec3 dir) -{ - vec2 uv; - float phi; - float theta; - getPhiAndThetaFromDirection(dir, phi, theta); - uv.y = phi / 2.0 * 3.14159265; - uv.x = theta / 2.0 * 3.14159265; - return uv; -} - -void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) -{ - coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); - coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); - coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); -} - -void main() -{ - float Y00 = sqrt(1.0 / 3.14159265) * 0.5; - float Y1x = sqrt(3.0 / 3.14159265) * 0.5; - float Y1y = Y1x; - float Y1z = Y1x; - - vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); - - vec3 view_direction = calcDirection(vary_frag); - vec3 sun_direction = normalize(sun_dir); - vec3 cam_pos = vec3(0, 0, 6360); - - vec3 transmittance; - vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); - - vec3 color = vec3(1.0) - exp(-radiance * 0.0001); - - color = pow(color, vec3(1.0/2.2)); - - vec4 coeffs[3]; - coeffs[0] = vec4(0); - coeffs[1] = vec4(0); - coeffs[2] = vec4(0); - - projectToL1(view_direction, color.rgb, L1, coeffs); - - frag_data[0] = coeffs[0]; - frag_data[1] = coeffs[1]; - frag_data[2] = coeffs[2]; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl deleted file mode 100644 index b466883dc7e23ea80bf0f740f698f3b80a39c024..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file genSkyShV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; - -void main() -{ - // pass through untransformed fullscreen pos - gl_Position = vec4(position.xyz, 1.0); - vary_frag = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl deleted file mode 100644 index dee97a8e5157b06acfe6acc8a0d3b023e038fd9d..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,287 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -uniform vec3 center; -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNormWithEnvIntensity(vec2 screenpos, out float envIntensity); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - float envIntensity; - vec3 norm = getNormWithEnvIntensity(frag.xy, envIntensity); - - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5)+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); - - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - if (spec.a > 0.0) - { - vec3 npos = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - col = scaleDownLight(col); - - //output linear space color as gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl deleted file mode 100644 index ca9ce3a2e1b818aca6e25d07a1b43f24094d4efa..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file pointShadowBlur.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 samplerCube cube_map; - -in vec3 to_vec; - -out vec4 fragColor; - -void main() -{ - vec4 vcol = texture(cube_map, to_vec); - fragColor = vec4(vcol.rgb, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl deleted file mode 100644 index c8991f7a181adcc13efca7b69df099acce572d97..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/** - * @file class3/deferred/shVisF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; -#else - #define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// Fragment shader for L1 SH debug rendering -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -uniform mat3 inv_modelviewprojection; - -VARYING vec4 vary_pos; - -void main(void) -{ - vec2 coord = vary_pos.xy + vec2(0.5,0.5); - - coord.x *= (1.6/0.9); - - if (dot(coord, coord) > 0.25) - { - discard; - } - - vec4 n = vec4(coord*2.0, 0.0, 1); - //n.y = -n.y; - n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); - //n.xyz = inv_modelviewprojection * n.xyz; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - vec3 indirect = vec3( - dot(l1r, l1tap * n), - dot(l1g, l1tap * n), - dot(l1b, l1tap * n)); - - //indirect = pow(indirect, vec3(0.45)); - indirect *= 3.0; - - frag_color = vec4(indirect, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl deleted file mode 100644 index 8f32dfde79d4f84e2fe38bb7c84cf3140a02b0da..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file class3/deferred/shVisV.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 - * $/LicenseInfo$ - */ -ATTRIBUTE vec3 position; -VARYING vec4 vary_pos; - -void main() -{ - // Output - vary_pos = vec4(position, 1); - gl_Position = vary_pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl deleted file mode 100644 index 345c07a354e407f21ae05d01998b7966fa485974..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 pos; - -vec4 computeMoments(float depth, float a); - -void main() -{ - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - frag_color = computeMoments(length(pos), float a); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl deleted file mode 100644 index af1461c297c7c332d63c7be1c4f1fa5e030e8214..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float target_pos_x; -VARYING vec4 pos; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - pos_w = pos.w; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl deleted file mode 100644 index 50f1ffd6266ba9c873856b72b1a5d835d03c7655..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 getPosition(vec2 screen_coord); -vec4 computeMoments(float depth, float a); - -void main() -{ - vec4 pos = getPosition(vary_texcoord0.xy); - - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = computeMoments(length(pos.xyz), alpha); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl deleted file mode 100644 index 6a646f5e9e95a5da561b61e3ec628879914cf8c1..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl deleted file mode 100644 index db8c75fb8ad4a6d1016e9a1864176b04a0697e2c..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file class3/deferred/shadowCubeV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -uniform vec3 box_center; -uniform vec3 box_size; - -void main() -{ - //transform vertex - vec3 p = position*box_size+box_center; - vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl deleted file mode 100644 index 3350267130b69b9ae99d0ad21e6e081ed31e1f07..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file class3/deferred/shadowF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl deleted file mode 100644 index 2f69a353e869cc700d097ff80764e8a4e53ade2d..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl +++ /dev/null @@ -1,157 +0,0 @@ -/** - * @file class3/deferred/shadowUtil.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 sampler2D shadowMap0; -uniform sampler2D shadowMap1; -uniform sampler2D shadowMap2; -uniform sampler2D shadowMap3; -uniform sampler2D shadowMap4; -uniform sampler2D shadowMap5; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float shadow_bias; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -float getDepth(vec2 screenpos); -vec3 getNorm(vec2 screenpos); -vec4 getPosition(vec2 pos_screen); - -float ReduceLightBleeding(float p_max, float Amount) -{ - return smoothstep(Amount, 1, p_max); -} - -float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) -{ - float p = (t <= m.x) ? 1.0 : 0.0; - - float v = m.y - (m.x*m.x); - v = max(v, min_v); - - float d = t - m.x; - - float p_max = v / (v + d*d); - - p_max = ReduceLightBleeding(p_max, Amount); - - return max(p, p_max); -} - -vec4 computeMoments(float depth, float a) -{ - float m1 = depth; - float dx = dFdx(depth); - float dy = dFdy(depth); - float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); - return vec4(m1, m2, a, max(dx, dy)); -} - -float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); -} - -float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - lpos.xyz /= lpos.w; - lpos.xy *= 0.5; - lpos.xy += 0.5; - return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); -} - -#if VSM_POINT_SHADOWS -float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) -{ - vec4 moments = textureCube(shadow_cube_map, light_direction); - return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); -} -#endif - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - vec4 spos = vec4(pos,1.0); - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - - float shadow = 0.0f; - float weight = 1.0; - - if (spos.z < near_split.z) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); - weight += 1.0f; - } - if (spos.z < near_split.y) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); - weight += 1.0f; - } - if (spos.z < near_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); - weight += 1.0f; - } - if (spos.z > far_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); - weight += 1.0f; - } - - shadow /= weight; - - return shadow; -} - -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - pos += norm * spot_shadow_offset; - return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl deleted file mode 100644 index 6577fe0ecfe61f2adea98a0bc3bbff9ac7386595..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file class3/deferred/shadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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; -uniform float shadow_target_width; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl deleted file mode 100644 index a0b082ed7ccb7f5e44931f7fbd9410392e903ad2..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file class3/deferred/skyF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 ColorFromRadiance(vec3 radiance); -vec3 rainbow(float d) -{ - // d is the dot product of view and sun directions, so ranging -1.0..1.0 - // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec - // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - - // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. - // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the - // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 - d = clamp(-0.575 - d, 0.0, 1.0); - - // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. - // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate - // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 - float interior_coord = max(0.0, d - 0.25) * 4.2857; - d = clamp(d, 0.0, 0.25) + interior_coord; - - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; -} - -vec3 halo22(float d) -{ - float v = sqrt(max(0, 1 - (d*d))); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -void main() -{ - vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0); - vec4 view_pos = (inv_proj * vec4(pos, 1.0f)); - - view_pos /= view_pos.w; - - vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - vec3 solar_luminance = GetSolarLuminance(); - - // If the view ray intersects the Sun, add the Sun radiance. - float s = dot(view_direction, sun_direction); - - // cheesy solar disc... - if (s >= (sun_size * 0.999)) - { - radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance; - } - s = smoothstep(0.9, 1.0, s) * 16.0f; - - vec3 color = ColorFromRadiance(radiance_sun); - - float optic_d = dot(view_direction, sun_direction); - vec3 halo_22 = halo22(optic_d); - - color.rgb += rainbow(optic_d) * optic_d; - color.rgb += halo_22; - - color = pow(color, vec3(1.0/2.2)); - - frag_data[0] = vec4(color, 1.0 + s); - frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl deleted file mode 100644 index 2eb222ada4aab9b8b68138b1dc876f2d02cf279a..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file class3/deferred/skyV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; - -void main() -{ - // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing - gl_Position = vec4(position.xy, 1.0f, 1.0); - vary_frag = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl deleted file mode 100644 index 5e9ea6ddcb5ea5ae22bf8d75906286c67f56f241..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ /dev/null @@ -1,179 +0,0 @@ -/** - * @file class3/deferred/softenLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; -uniform sampler2D lightFunc; - -uniform samplerCube environmentMap; -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform float cloud_shadow; -uniform float max_y; -uniform vec4 glow; -uniform mat3 env_mat; -uniform vec4 shadow_clip; - -uniform vec3 sun_dir; -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - -uniform vec2 screen_res; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 ColorFromRadiance(vec3 radiance); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -vec3 decode_normal(vec2 enc); - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); - - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - - vec4 diffuse = texture2DRect(diffuseRect, tc); // sRGB - diffuse.rgb = srgb_to_linear(diffuse.rgb); - - vec3 col; - float bloom = 0.0; - { - vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - - float scol = max(scol_ambocc.r, diffuse.a); - - float ambocc = scol_ambocc.g; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - - vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), - dot(l1g, l1tap * vec4(1, norm.xyz)), - dot(l1b, l1tap * vec4(1, norm.xyz))); - - indirect = clamp(indirect, vec3(0), vec3(1.0)); - - vec3 transmittance; - vec3 sky_irradiance; - vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); - vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); - - vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; - vec3 atmo_color = ColorFromRadiance(radiance); - - col = atmo_color + indirect; - col *= transmittance; - col *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb * 0.25; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = mix(col, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; - vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); - vec3 refcol = ColorFromRadiance(radiance_sun); - col = mix(col.rgb, refcol, envIntensity); - } - - /*if (norm.w < 0.5) - { - col = scaleSoftClipFrag(col); - }*/ - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - } - - //output linear since gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl deleted file mode 100644 index 9d872b8df81951912ebbd5091af838f18d9b6cf6..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file class3/deferred/softenLightV.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 - * $/LicenseInfo$ - */ -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; - -uniform mat4 modelview_projection_matrix; -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/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl deleted file mode 100644 index 10e9fe7b6d6a01cd67e0aece334c373fb136f117..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ /dev/null @@ -1,285 +0,0 @@ -/** - * @file spotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNormWithEnvIntensity(vec2 screenpos, out float envIntensity); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - float envIntensity; - vec3 norm = getNormWithEnvIntensity(frag.xy, envIntensity); - - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5) + 1.0; - float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); - - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; - } - } - - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl deleted file mode 100644 index 112b498c9029878cbf8755dcf7bd9c4f8191c8a0..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class3\deferred\sunLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2, shadows, no SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.g = 1.0f; - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl deleted file mode 100644 index 342a2ff3ede256469bdc4f2688317245e9f2904c..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class3\deferred\sunLightSSAOF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2 -- shadows and SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec3 sun_dir; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl deleted file mode 100644 index bc5eb5181d0317864c5982fc27b17366760462e6..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file sunLightV.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/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl deleted file mode 100644 index 41673d16694fa63f925fb69d89ba416692720a05..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file treeShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float d, float a); - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - - if (alpha < minimum_alpha) - { - discard; - } - - frag_color = computeMoments(length(pos), 1.0); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0); -#endif - -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl deleted file mode 100644 index 15e769ac10f97383074d1e8c613ece6f3e04cd12..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file treeShadowV.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 texture_matrix0; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -void main() -{ - //transform vertex - pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl deleted file mode 100644 index 77c7df9cac672fafb4b84d30e43cb10abd0f6a30..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl +++ /dev/null @@ -1,114 +0,0 @@ -/** - * @file underWaterF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - return color * D + kc * L; -} - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl deleted file mode 100644 index 3ded216d54850f396fda55188099b47022791f6f..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl +++ /dev/null @@ -1,173 +0,0 @@ -/** - * @file waterF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec3 scaleSoftClip(vec3 c); -vec2 encode_normal(vec3 n); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); - //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); - //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); - vec3 n = normalize(mix(bump1, bump2, blend_factor)); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - - color.rgb *= 2.0f; - color.rgb = scaleSoftClip(color.rgb); - - vec4 pos = vary_position; - - color.rgb += spec * specular; - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - frag_data[0] = vec4(color.rgb, color); // diffuse - frag_data[1] = vec4(spec * specular, spec); // speccolor, spec - frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0 -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl deleted file mode 100644 index 02000d90ca4740dd8da18718713d724de169d72c..0000000000000000000000000000000000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl +++ /dev/null @@ -1,95 +0,0 @@ -/** - * @file waterV.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_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -uniform vec2 d1; -uniform vec2 d2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -}