diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 30b66ae5428807f62dec7e1e4618f77402413750..3a4139bace90b58fbd600471570d971949b0443f 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures) } // static -void LLImageGL::deleteTextures(S32 numTextures, U32 *textures) +void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate) { for (S32 i = 0; i < numTextures; i++) { sDeadTextureList.push_back(textures[i]); } + + if (immediate) + { + LLImageGL::deleteDeadTextures(); + } } // static diff --git a/indra/llrender/llimagegl.h b/indra/llrender/llimagegl.h index 6c980984c0a5facb3433480f363b3414d10b257f..2cfb15b0d9d4d03c30efa2e8de9f1be2fcafedf4 100644 --- a/indra/llrender/llimagegl.h +++ b/indra/llrender/llimagegl.h @@ -98,7 +98,7 @@ class LLImageGL : public LLRefCount // These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D() // for tracking purposes and will be deprecated in the future static void generateTextures(S32 numTextures, U32 *textures); - static void deleteTextures(S32 numTextures, U32 *textures); + static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false); static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels); BOOL createGLTexture() ; diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 64caf77b87027aa8484710eb6960038b3d4b89f2..ddd6072fff3c89b3853bde848df461ea32b3daf0 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -289,7 +289,7 @@ void LLRenderTarget::release() } else { - LLImageGL::deleteTextures(1, &mDepth); + LLImageGL::deleteTextures(1, &mDepth, true); stop_glerror(); } mDepth = 0; @@ -318,7 +318,7 @@ void LLRenderTarget::release() if (mTex.size() > 0) { - LLImageGL::deleteTextures(mTex.size(), &mTex[0]); + LLImageGL::deleteTextures(mTex.size(), &mTex[0], true); mTex.clear(); } diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 98a0a93084e1762281ba02da11ec5daff2490b6e..b8f9c60ca90116a2a2ec167e8bd8d52736c7cae0 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade GLcharARB* text[1024]; GLuint count = 0; + //copy preprocessor definitions into buffer + for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter) + { + std::string define = "#define " + iter->first + " " + iter->second + "\n"; + text[count++] = (GLcharARB *) strdup(define.c_str()); + } //copy file into memory while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index c54c4608d7f043a9822b35272291d294569ffe15..9ee11b98c8fe20df3e1e1badbb34933412e9a0ff 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -60,6 +60,9 @@ class LLShaderMgr std::vector<std::string> mReservedUniforms; + //preprocessor definitions (name/value) + std::map<std::string, std::string> mDefinitions; + protected: // our parameter manager singleton instance diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index d9f021b114f4919327c70f62c967750f98887d22..98d034c2b5f0d181a45d6cd54c10a374e808e376 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -26,7 +26,7 @@ uniform vec2 screen_res; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec2 tc = vary_fragcoord.xy; + vec2 tc = vary_fragcoord.xy; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(tc).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl index 113197c871687f2ede893524ad10d63c45b3e952..4366376d99d31e344570604ca6b1dfd656ab37ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -28,12 +28,12 @@ uniform vec2 screen_res; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < 4; i++) + for (int i = 0; i < samples; i++) { ret += texelFetch(tex, tc, i); } - return ret * 0.25; + return ret/samples; } vec4 getPosition(ivec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 609fc4f14ffa68aa634e0356d88891d022131ed7..e10fb105e80607f5be58721497bb92c65e83563b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,7 @@ uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..16e97109f9225c1dcc2b7bc8de0a506628c4cf4f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl @@ -0,0 +1,137 @@ +/** + * @file multiPointLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS depthMap; +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +uniform int light_count; + +#define MAX_LIGHT_COUNT 16 +uniform vec4 light[MAX_LIGHT_COUNT]; +uniform vec4 light_col[MAX_LIGHT_COUNT]; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform float far_z; + +uniform mat4 inv_proj; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + ivec2 itc = ivec2(frag); + + int wght = 0; + vec3 fcol = vec3(0,0,0); + + for (int s = 0; s < samples; ++s) + { + vec3 pos = getPosition(itc, s).xyz; + if (pos.z >= far_z) + { + vec3 norm = texelFetch(normalMap, itc, s).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = normalize(norm); + vec4 spec = texelFetch(specularRect, itc, s); + vec3 diff = texelFetch(diffuseRect, itc, s).rgb; + float noise = texture2D(noiseMap, frag.xy/128.0).b; + vec3 out_col = vec3(0,0,0); + vec3 npos = normalize(-pos); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < MAX_LIGHT_COUNT; ++i) + { + bool light_contrib = (i < light_count); + + vec3 lv = light[i].xyz-pos; + float dist2 = dot(lv,lv); + dist2 /= light[i].w; + if (dist2 > 1.0) + { + light_contrib = false; + } + + float da = dot(norm, lv); + if (da < 0.0) + { + light_contrib = false; + } + + if (light_contrib) + { + lv = normalize(lv); + da = dot(norm, lv); + + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= noise; + + float lit = da * dist_atten; + + vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } + } + + out_col += col; + } + } + + fcol += out_col; + ++wght; + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; + + +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..bdaa8e59c4d170af3cead9646c83e0042e728ddf --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl @@ -0,0 +1,233 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +//class 1 -- no shadows + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +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; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + int wght = 0; + + vec3 fcol = vec3(0,0,0); + + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + + ivec2 itc = ivec2(frag.xy); + + for (int i = 0; i < samples; ++i) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + 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 lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + 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); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + amb_da += (da*0.5)*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)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 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.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + fcol += col; + ++wght; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 22ed9dcd40ec25f456f91c5dc0e92333e41dfb27..0d771109fb23a9d0e43c76f290781f31e74a9418 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -30,7 +30,7 @@ uniform vec4 viewport; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = (pos_screen.xy-viewport.xy)*2.0; sc /= viewport.zw; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl index 22ed9dcd40ec25f456f91c5dc0e92333e41dfb27..23b5e7673547e5003114e581cb5cb3703180fa24 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -8,14 +8,15 @@ #version 120 #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; +uniform sampler2DMS depthMap; +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; + uniform vec3 env_mat[3]; uniform float sun_wash; @@ -28,10 +29,10 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -vec4 getPosition(vec2 pos_screen) +vec4 getPosition(ivec2 pos_screen, int sample) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0; sc /= viewport.zw; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); @@ -48,53 +49,60 @@ void main() frag.xyz = frag.xyz*0.5+0.5; frag.xy *= screen_res; - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 > 1.0) - { - discard; - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float da = dot(norm, lv); - if (da < 0.0) + ivec2 itc = ivec2(frag.xy); + + int wght = 0; + vec3 fcol = vec3(0,0,0); + + for (int s = 0; s < samples; ++s) { - discard; - } - - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); + vec3 pos = getPosition(itc, s).xyz; + vec3 lv = vary_light.xyz-pos; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, s).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + float da = dot(norm, lv); + if (da >= 0.0) + { + norm = normalize(norm); + lv = normalize(lv); + da = dot(norm, lv); - float noise = texture2D(noiseMap, frag.xy/128.0).b; + float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - float lit = da * dist_atten * noise; + vec3 col = texelFetch(diffuseRect, itc, s).rgb; + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float lit = da * dist_atten * noise; - col = gl_Color.rgb*lit*col; + col = gl_Color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) - { - float sa = dot(normalize(lv-normalize(pos)),norm); - if (sa > 0.0) - { - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + vec4 spec = texelFetch(specularRect, itc, s); + if (spec.a > 0.0) + { + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } + } + + fcol += col; + ++wght; + } } } - if (dot(col, col) <= 0.0) + if (wght <= 0) { discard; } - gl_FragColor.rgb = col; + gl_FragColor.rgb = fcol/wght; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 8e74feb61565cac9f6d4736bc04c72909a293867..2377947e7f224014dfb0d171409f3ef16c79809c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -10,14 +10,9 @@ varying vec4 vary_light; varying vec4 vary_fragcoord; -uniform vec2 screen_res; -uniform float near_clip; - void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = pos; @@ -25,6 +20,8 @@ void main() tex.w = 1.0; vary_light = gl_MultiTexCoord0; + + gl_Position = pos; gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 77f1b2224c20f04f66b79b948fc5be3a3844f6ea..d389add03bc81921d90464bf75c99a0a6b49e492 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -29,7 +29,7 @@ varying vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl index a34f882c39f85a83b8c8313ffd69b63bc27a8fe0..711c6dc96dfc091a6698f3cb61a0602b04499b0d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl @@ -31,12 +31,12 @@ varying vec2 vary_fragcoord; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < 4; ++i) + for (int i = 0; i < samples; ++i) { ret += texelFetch(tex, tc, i); } - return ret * 0.25; + return ret/samples; } float getDepth(ivec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl index 7b14974f8b1a60d80010a294269f9be4b635d9e7..359b26b7d46f17aa551fc4627ae6c2d9a9b4be38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl @@ -18,13 +18,14 @@ varying vec2 vary_fragcoord; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { - vec4 ret = texelFetch(tex,tc,0); - ret += texelFetch(tex,tc,1); - ret += texelFetch(tex,tc,2); - ret += texelFetch(tex,tc,3); - ret *= 0.25; + vec4 ret = vec4(0,0,0,0); - return ret; + for (int i = 0; i < samples; ++i) + { + ret += texelFetch(tex,tc,i); + } + + return ret/samples; } void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 29340c7e9f01bc8d44ad910fe56c4d0e243a6a4d..c1147feff66107224f9982040a5e1d4a12df4bf4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl index 4c38d91499f3ba35958788290e443305c0c2b388..fcba4f57e6f855993e14459bd60022775cd4d3d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -251,18 +251,18 @@ vec3 scaleSoftClip(vec3 light) vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { - vec4 ret = texelFetch(tex,tc,0); - ret += texelFetch(tex,tc,1); - ret += texelFetch(tex,tc,2); - ret += texelFetch(tex,tc,3); - ret *= 0.25; + vec4 ret = vec4(0,0,0,0); - return ret; + for (int i = 0; i < samples; ++i) + { + ret += texelFetch(tex,tc,i); + } + + return ret/samples; } void main() { - int samples = 4; vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..3a9d9266bb7f92985681b0a62dcf1f477c04378c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl @@ -0,0 +1,234 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +//class 1 -- no shadows + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +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; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + ivec2 itc = ivec2(frag.xy); + + vec3 fcol = vec3(0,0,0); + int wght = 0; + + for (int i = 0; i < samples; ++i) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + 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 lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + 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); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + amb_da += (da*0.5)*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)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 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.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + fcol += col; + ++wght; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..b1c25b7fd340475b7e5ca58ea77235b1ba4a862b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -0,0 +1,19 @@ +/** + * @file starsF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + + gl_FragData[0] = col; + gl_FragData[1] = vec4(0,0,0,0); + gl_FragData[2] = vec4(0,0,1,0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl new file mode 100644 index 0000000000000000000000000000000000000000..1f0376ce6b5bea38e253e0b26e59384ec5835637 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -0,0 +1,17 @@ +/** + * @file starsV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index cd91351ad411e91b425f478e65f6123f583ea01b..d1e83597429533bc6f9f96a493e9478c54b64c18 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,7 +35,7 @@ uniform float shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl index 49b45dedd64bf0175b1444ecd7fedaf3e9126f61..ce0ebc54f8b84a35ca53f6b243c7fcbea36b3fc0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl @@ -101,8 +101,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) void main() { - int samples = 4; - vec2 pos_screen = vary_fragcoord.xy; ivec2 itc = ivec2(pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..c03a0c61bdc5b0507065c276c36ae897cbe98f6a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -0,0 +1,38 @@ +/** + * @file glowExtractF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseMap; +uniform float minLuminance; +uniform float maxExtractAlpha; +uniform vec3 lumWeights; +uniform vec3 warmthWeights; +uniform float warmthAmount; + +void main() +{ + ivec2 itc = ivec2(gl_TexCoord[0].xy); + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 col = texelFetch(diffuseMap, itc, i); + + /// CALCULATING LUMINANCE (Using NTSC lum weights) + /// http://en.wikipedia.org/wiki/Luma_%28video%29 + float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); + float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); + + fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha)); + } + + gl_FragColor = fcol/samples; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 3155f3f9295a3602e8eaa1915910fd58226a48d8..30e1702e9fe12496ec1335148d0ce9efef6f46b9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -22,7 +22,7 @@ uniform vec2 screen_res; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index a47ee678f6a4cc8d467bddc30deecd66cec4ae02..38100d15235d48a33fcb26677807f03043fdea99 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -21,8 +21,9 @@ uniform float norm_cutoff; uniform mat4 inv_proj; uniform vec2 screen_res; -float getDepth(float z) +float getDepth(ivec2 pos_screen, int sample) { + float z = texelFetch(depthMap, pos_screen, sample).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; @@ -31,7 +32,6 @@ float getDepth(float z) void main() { - float e = 0; ivec2 itc = ivec2(vary_fragcoord.xy); @@ -40,24 +40,24 @@ void main() { vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(texelFetch(depthMap, itc, i).r); + float depth = getDepth(itc, i); vec2 tc = vary_fragcoord.xy; - float sc = 0.75; + int sc = 1; vec2 de; - de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); - de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); + de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i)); + de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i)); de /= depth; de *= de; de = step(depth_cutoff, de); vec2 ne; - vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; + vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb; nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm ne.x = dot(nexnorm, norm); - vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; + vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb; neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm ne.y = dot(neynorm, norm); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index d6cd984ebe1bfa037c4a20740c21a4087fc87cf9..de987b1233802a3760ae88c016fc1c2b38a8733d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..c6f0ea2a5d8318a68437b4bcb0130f6888cbeef4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -0,0 +1,244 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +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; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + int wght = 0; + + vec3 fcol = vec3(0,0,0); + + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + + ivec2 itc = ivec2(frag.xy); + + for (int i = 0; i < samples; i++) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texelFetch(lightMap, itc, i); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 norm = texelFetch(normalMap, itc, i).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + 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 lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + 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); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*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)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 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.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + fcol += col; + wght++; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 0160e84278fc665f06adde57cda481a1b9d39f52..dfa196414264fef96cea42c99b58325aeb47663a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth) vec4 getPosition(vec2 pos_screen) { //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; return getPosition_d(pos_screen, depth); } @@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -288,54 +288,8 @@ void main() float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col += dumbshiny * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 7d4548d6d90c463c9e51e06a1a5bccdf004f2f48..71482d0c7bd9d60a951cde4107fb26afa26dd28f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -252,7 +252,6 @@ vec3 scaleSoftClip(vec3 light) void main() { - int samples = 4; vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..099a45718a1043cb6995ae261971039d1e538737 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -0,0 +1,245 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +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; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + ivec2 itc = ivec2(frag.xy); + + vec3 fcol = vec3(0,0,0); + int wght = 0; + + for (int i = 0; i < samples; i++) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texelFetch(lightMap, itc, i); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 norm = texelFetch(normalMap, itc, i).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + 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 lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + 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); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*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)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 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.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + fcol += col; + wght++; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 4369b3b34ff8da6af4aabcf4b57e58b02024dd2b..b724c134b9e5928f8eee8d8fb5d7d750ed2612d4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..dd6fa958c994725ae96b69099f7cfa09f58d2e12 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -0,0 +1,202 @@ +/** + * @file sunLightMSF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 2, shadows, no SSAO + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen.xy, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + ivec2 itc = ivec2(pos_screen); + + //try doing an unproject here + + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 pos = getPosition(itc, i); + + vec4 nmap4 = texelFetch(normalMap, itc, i); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + float displace = nmap4.w; + vec3 norm = nmap4.xyz; + + /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL + { + gl_FragColor = vec4(0.0); // doesn't matter + return; + }*/ + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + //lpos.xy /= lpos.w*32.0; + //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + //{ + // shadow = 0.0; + //} + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + fcol[0] += shadow; + fcol[1] += 1.0; + + spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); + } + + gl_FragColor = fcol/samples; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 847b36b1ace5722cf0a4cdec723bc75b2549c177..68e18162f678c612740d9e1f1ed045892a447272 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl new file mode 100644 index 0000000000000000000000000000000000000000..d28741f945f86797108b9144627839d53de07014 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -0,0 +1,241 @@ +/** + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 2 -- shadows and SSAO + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +uniform sampler2D noiseMap; + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) +{ + float ret = 1.0; + + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + + float angle_hidden = 0.0; + int points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); + vec3 samppos_world = getPosition(samppos_screen, sample).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + + return min(ret, 1.0); +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); + + + return shadow/5.0; + + //return shadow; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + ivec2 itc = ivec2(pos_screen); + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 pos = getPosition(itc, i); + + vec4 nmap4 = texelFetch(normalMap, itc, i); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + float displace = nmap4.w; + vec3 norm = nmap4.xyz; + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + + fcol[0] += shadow; + fcol[1] += calcAmbientOcclusion(pos, norm, i); + + spos.xyz = shadow_pos+offset*spot_shadow_offset; + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); + } + + gl_FragColor = fcol / samples; +} diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 66b834ab116a0772075dfb0aea924b9e1268b2d7..409b18d5229cb6c2c0cccd8620ce9dad9873f938 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -278,11 +278,13 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyHaze(camHeightLocal); - /*LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); glPushMatrix(); + glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gDeferredStarProgram.bind(); // *NOTE: have to bind a texture here since register combiners blending in // renderStars() requires something to be bound and we might as well only // bind the moon's texture once. @@ -292,8 +294,9 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderStars(); + gDeferredStarProgram.unbind(); - glPopMatrix();*/ + glPopMatrix(); renderSkyClouds(camHeightLocal); diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 379bbe614d62161a5d83a0cabd4cca2830c4db84..00a0b87d933eaa22528dd0e9e65f6c6d272df3b8 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue) return true; } +static bool handleFSAASamplesChanged(const LLSD& newvalue) +{ + if (gPipeline.isInit()) + { + gPipeline.releaseGLBuffers(); + gPipeline.createGLBuffers(); + + if (LLPipeline::sRenderDeferred) + { + LLViewerShaderMgr::instance()->setShaders(); + } + } + return true; +} + static bool handleAnisotropicChanged(const LLSD& newvalue) { LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean(); @@ -568,7 +583,7 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); - gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2)); gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2)); gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 84fb1eb5d00f549f08ec02192daaedaf239f944e..911a8bb65ffcea6d0e3ea997fd98aa6ab11e53e1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -140,6 +140,7 @@ LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; +LLGLSLShader gDeferredStarProgram; LLGLSLShader gLuminanceGatherProgram; @@ -193,6 +194,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); + mShaderList.push_back(&gDeferredStarProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -350,6 +352,9 @@ void LLViewerShaderMgr::setShaders() return; } + //setup preprocessor definitions + LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")); + reentrance = true; // Make sure the compiled shader map is cleared before we recompile shaders. @@ -836,6 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; + bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + if (mVertexShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); @@ -861,10 +868,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects() if (success) { + std::string fragment; + + if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample) + { + fragment = "effects/glowExtractMSF.glsl"; + } + else + { + fragment = "effects/glowExtractF.glsl"; + } + gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); - gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); if (!success) @@ -957,6 +975,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); + gDeferredStarProgram.unload(); return TRUE; } @@ -1046,40 +1065,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/pointLightMSF.glsl"; + } + else + { + fragment = "deferred/pointLightF.glsl"; + } + gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + if (multisample) + { + fragment = "deferred/multiPointLightMSF.glsl"; + } + else + { + fragment = "deferred/multiPointLightF.glsl"; + } + gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; gDeferredMultiLightProgram.mShaderFiles.clear(); gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/spotLightMSF.glsl"; + } + else + { + fragment = "deferred/multiSpotLightF.glsl"; + } + gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/multiSpotLightMSF.glsl"; + } + else + { + fragment = "deferred/multiSpotLightF.glsl"; + } + gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1343,6 +1405,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms); } + if (success) + { + gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mShaderFiles.clear(); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); + } + if (mVertexShaderLevel[SHADER_DEFERRED] > 1) { if (success) diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index b13775742b1ed09870d80ac965aedf1ffa74d16f..f5371f06190d651efd4357d7ae57f3683e96f98a 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -376,7 +376,7 @@ extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; - +extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gLuminanceGatherProgram; //current avatar shader parameter pointer diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ef3cbe52783361ce68b6bec6c3649aff70184551..ffe3b4b1a4e55224c7bcca719e7c8e5f767d9fa1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -589,8 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreenWidth = resX; mScreenHeight = resY; - //never use more than 4 samples for render targets - U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4); + U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16); + if (gGLManager.mIsATI) { //disable multisampling of render targets where ATI is involved samples = 0; @@ -6170,11 +6170,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->disable(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE); - gGL.getTexUnit(0)->bind(&mScreen); - + mScreen.bindTexture(0, 0); + gGL.color4f(1,1,1,1); gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6189,7 +6186,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); mGlow[2].flush(); } @@ -6217,7 +6214,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) for (S32 i = 0; i < kernel; i++) { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); { LLFastTimer ftm(FTM_RENDER_BLOOM_FBO); mGlow[i%2].bindTarget();