diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index e5211d9548f3203f9ca7447cde6a24481a0b1a8f..3a3a7679ce2a3276f8e8eef59e7b47c754182b34 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -588,30 +588,7 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev if (major_version == 1 && minor_version < 30) { - if (minor_version < 10) - { - //should NEVER get here -- if major version is 1 and minor version is less than 10, - // viewer should never attempt to use shaders, continuing will result in undefined behavior - LL_ERRS() << "Unsupported GLSL Version." << LL_ENDL; - } - - if (minor_version <= 19) - { - shader_code_text[shader_code_count++] = strdup("#version 110\n"); - extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n"); - } - else if (minor_version <= 29) - { - //set version to 1.20 - shader_code_text[shader_code_count++] = strdup("#version 120\n"); - extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_120 1\n"); - extra_code_text[extra_code_count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n"); - extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n"); - } + llassert(false); // GL 3.1 or later required } else { @@ -648,40 +625,14 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev } else { - //set version to 1.30 - shader_code_text[shader_code_count++] = strdup("#version 130\n"); + //set version to 1.40 + shader_code_text[shader_code_count++] = strdup("#version 140\n"); //some implementations of GLSL 1.30 require integer precision be explicitly declared extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); } - extra_code_text[extra_code_count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n"); extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); - - extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE in\n"); - - if (type == GL_VERTEX_SHADER) - { //"varying" state is "out" in a vertex program, "in" in a fragment program - // ("varying" is deprecated after version 1.20) - extra_code_text[extra_code_count++] = strdup("#define VARYING out\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat out\n"); - } - else - { - extra_code_text[extra_code_count++] = strdup("#define VARYING in\n"); - extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat in\n"); - } - - //backwards compatibility with legacy texture lookup syntax - extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n"); - extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n"); - extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n"); - - if (major_version > 1 || minor_version >= 40) - { //GLSL 1.40 replaces texture2DRect et al with texture - extra_code_text[extra_code_count++] = strdup("#define texture2DRect texture\n"); - extra_code_text[extra_code_count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n"); - } } // Use alpha float to store bit flags @@ -719,13 +670,13 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev . uniform sampler2D texN; - VARYING_FLAT ivec4 vary_texture_index; + flat in int vary_texture_index; vec4 ret = vec4(1,0,1,1); vec4 diffuseLookup(vec2 texcoord) { - switch (vary_texture_index.r)) + switch (vary_texture_index) { case 0: ret = texture2D(tex0, texcoord); break; case 1: ret = texture2D(tex1, texcoord); break; @@ -751,7 +702,7 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev if (texture_index_channels > 1) { - extra_code_text[extra_code_count++] = strdup("VARYING_FLAT int vary_texture_index;\n"); + extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n"); } extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 767fad016c956736719590aacb6a6877a8e9fb6d..374469ce2f3c022f501388629c2811b7e5a134f8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@ */ -ATTRIBUTE vec4 weight; +in vec4 weight; uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 0543a26642b1560d071dfa6e3f937278cc9d5103..9adc68e62b4f284bd86ec1266373c4879964c433 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,12 +25,12 @@ uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index fac1599c6b2418314f5d3b29692d6113ad8d16ae..837074f08c3a6e476a5d7c07eab46337ca92e9f1 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,13 +28,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 90bf2851c9e0f49534f19e18a07c6ecdefb66c91..0817076dd5830c2a532e4d7ca9a331db12cd3e65 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec4 weight4; +in vec4 weight4; uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 6a93bc2fd2577cddc3cb02e5b6624a4718b7f514..4c9d813c9c36e1b48a115ccc9b8b5884d560f8e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -33,19 +33,19 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; #ifdef USE_INDEXED_TEX void passTextureIndex(); #endif -ATTRIBUTE vec3 normal; +in vec3 normal; #ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; +in vec4 diffuse_color; #endif -ATTRIBUTE vec2 texcoord0; +in vec2 texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -55,15 +55,15 @@ mat4 getSkinnedTransform(); #endif #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; +out vec3 vary_fragcoord; +out vec3 vary_position; #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; +out vec4 vertex_color; #endif -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +out vec2 vary_texcoord0; +out vec3 vary_norm; uniform float near_clip; diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 37fe8287be3b54badf4001fc913a0c3e8fcd77b0..da467cd5da233207c0ffd69cef913ca6a9c2731b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -43,7 +43,7 @@ vec2 getScreenCoordinateAo(vec2 screenpos) float getDepthAo(vec2 pos_screen) { - float depth = texture2D(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } @@ -79,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy * (screen_res / 128)).xy; + vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy; float angle_hidden = 0.0; float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index 44f67899e46b3f84ee37937fa254c0de00379326..f1dc1159d071e5d1a804fb093c7ce5660c9080ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -23,22 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING float target_pos_x; -VARYING float pos_w; -VARYING vec2 vary_texcoord0; +in float target_pos_x; +in float pos_w; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < 0.05) // treat as totally transparent { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 9a0024ede9c29d16e3fda33fadbbf41ff9fc1384..097e28aa0c6c41c2e2d75564136a359b3bb96027 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -23,24 +23,20 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +in float pos_w; +in float target_pos_x; +in vec2 vary_texcoord0; uniform vec4 color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a; if (alpha < 0.05) // treat as totally transparent { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index dfe7077db5c4596617093d35923e673c072db5ee..57e0b2b59fbefebeb8b3d1fb1fcabea407958a81 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -30,13 +30,13 @@ uniform float shadow_target_width; mat4 getSkinnedTransform(); void passTextureIndex(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +out float pos_w; +out float target_pos_x; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 01ffb862f70e9aed4a1a342fee2ec1706264214a..83b0ba096cc274a2ce76c00e263211d5f7820728 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,14 +27,14 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 22b3bd146340bfc8521b8cbf8815d32852a1f5ea..6ebe4ce25105a801397048f946c9577d6aaeef3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -25,24 +25,20 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif uniform sampler2D diffuseMap; uniform float minimum_alpha; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diff = texture(diffuseMap, vary_texcoord0.xy); if (diff.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index ac8a483a6a19eced9d7dbbb0f614d39a280a125b..5c64d48399be760bb0906014ba501731da66b4c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,9 +27,9 @@ uniform mat4 projection_matrix; mat4 getSkinnedTransform(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 1bd8fee7c974949ee9e43f1f520ec441c7cc6644..bc0c11ec46d7845aaeb7fced245c0bde5e72d645 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,16 +25,16 @@ uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; mat4 getSkinnedTransform(); -ATTRIBUTE vec4 weight; +in vec4 weight; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cc79b450ac1cc68567079bb084ffb9d2b9a39ba6..08baf98686e8deabc5f013170867be8da14709e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D normalMap; uniform sampler2D lightMap; @@ -43,7 +37,7 @@ uniform vec2 screen_res; uniform vec3 kern[4]; uniform float kern_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 5e0f01981bea903135756621088fe113e0312f4f..5abaa1f2a6a3dd2bcbf2760a1f9fd40cd684e51a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index c18bca066d0ad71c41d0dc4ca7db13333a09cc0b..35f483f633aa00018d47486f7f53e2540b145565 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -31,18 +31,18 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +in vec3 vary_mat0; +in vec3 vary_mat1; +in vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if(col.a < minimum_alpha) { @@ -50,7 +50,7 @@ void main() } col *= vertex_color; - vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index d90891aa208dfbbad9ad59eb177487cacc3de316..3af2eab1e4c0d1f6d1d3902e6b1e40d328810ebc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,17 +27,17 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; +in vec4 tangent; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_mat0; +out vec3 vary_mat1; +out vec3 vary_mat2; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 61eee69a1644c42948627080c4f7a4e8060f3418..98314d39d3eb2c5caa2add97888807614cd92afc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,23 +25,23 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +out vec3 vary_CloudColorSun; +out vec3 vary_CloudColorAmbient; +out float vary_CloudDensity; + +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; +out vec2 vary_texcoord2; +out vec2 vary_texcoord3; +out float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 929b4e17b18b074fe32eb5332393135c2e4a5738..d95a33a6be8370388bf1dcb6ef2194e992a5aebe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D depthMap; @@ -47,7 +41,7 @@ uniform float max_cof; uniform mat4 inv_proj; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; float calc_cof(float depth) { @@ -68,13 +62,13 @@ void main() { vec2 tc = vary_fragcoord.xy; - float z = texture2D(depthMap, tc).r; + float z = texture(depthMap, tc).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; float depth = p.z/p.w; - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8797f89e4ce5831cf632f19d23a244e4650fede8..55e45ce0af6f308ae8eef896e77c06dc3ada5453 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -144,7 +144,7 @@ vec2 getScreenCoordinate(vec2 screenpos) // Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { - vec2 enc = texture2D(normalMap, screenpos.xy).xy; + vec2 enc = texture(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); @@ -170,7 +170,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) // See: C++: addDeferredAttachments(), GLSL: softenLightF vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) { - vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy); + vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy); n = getNormalFromPacked( packedNormalEnvIntensityFlags ); envIntensity = packedNormalEnvIntensityFlags.z; return packedNormalEnvIntensityFlags; @@ -190,7 +190,7 @@ float linearDepth01(float d, float znear, float zfar) float getDepth(vec2 pos_screen) { - float depth = texture2D(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } @@ -199,7 +199,7 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); @@ -215,7 +215,7 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); @@ -262,7 +262,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index afc05b8bb54075c2796a70b63da7f2fc240ec03f..6f3b94f734633e1e9efdfcacd79bf31cfff8ea5f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -31,15 +31,15 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color; if (col.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 078197f9a8c38398a05d03c53a7db8bf5042ec95..e5f2af2c532f0ca51720b2f0ebf8cef31840783b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -27,12 +27,12 @@ out vec4 frag_data[4]; -VARYING vec3 vary_normal; +in vec3 vary_normal; uniform float minimum_alpha; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 307dda6b73ef10d1ca25ffae5917b85870dac87c..234f096ed581d808e344dd88e83115ed939b1ae8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -31,14 +31,14 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 24e290c6147a2c5e3798fc18952a6c505aea90a2..68fb8bf4993d5e8ee3ee637b19884f1e2a24ede8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -29,15 +29,15 @@ out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; + vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb; frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index be870b2424d69ae21c6764ddb5d3f9693be9e3b0..93d561504e5215892da2981dcb95dbd59aa71ded 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -27,9 +27,9 @@ out vec4 frag_data[4]; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 9461e3e32e52ee78d018925fd0c7d936932dfd96..13cc612fabb53ed9adfd814eb12bffd2f18f397e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,13 +27,13 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index d64bcefade713da5d18cab55311371f346afea88..2402cc3b707b46330304c2eb3d9fc7733387522a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,15 +27,15 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index d9c0e590c8be82eb14d25087991401d46ac94a97..3b9b8ae6966a77000109ecc426fda99800fd0570 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D lightMap; @@ -44,14 +38,14 @@ uniform float res_scale; uniform float dof_width; uniform float dof_height; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 dofSample(sampler2D tex, vec2 tc) { tc.x = min(tc.x, dof_width); tc.y = min(tc.y, dof_height); - return texture2D(tex, tc); + return texture(tex, tc); } void main() @@ -60,7 +54,7 @@ void main() vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); - vec4 diff = texture2D(lightMap, vary_fragcoord.xy); + vec4 diff = texture(lightMap, vary_fragcoord.xy); float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +63,10 @@ void main() float sc = a/res_scale; vec4 col; - col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); + col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); diff = mix(diff, col*0.25, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index c8d6e395a3eaa96eec2ddad01a7206f7a70795c0..9e61b6b894da3cf43f6ed52cadd203388a941cf9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,14 +23,12 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 08b1147ab0b1a63f19dfdeacdbb96b7023b99889..5a0913a970b0da5709d2146fd202625a2d9b1320 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,18 +27,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 emissive; -ATTRIBUTE vec2 texcoord0; +in vec4 emissive; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 81f1e9aed065e29decf00b27c146786d19edc5a5..9ac4ceb37eaf856b4bf6ac83481e1260f0be8216 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 631ffc9625ef3c6412447daa9dc01a9bc6b57c4a..385cd51969b000b80a9e9f386916cf92325a9ea3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 0e461b400480f7aec3b753364c69e66e921130f7..5795384b474bf670af5322a23541c4715f83d135 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -36,16 +36,16 @@ uniform vec4 origin; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec3 vary_texcoord1; +out vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index e5657221643980089f3d528cc454619ba826d877..77e63e6360c3f5994b1b5b793d3b0ed524e29a0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,20 +28,20 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec4 diffuse_color; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec3 vary_position; +out vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 50d697ae12766b3152fd777e40ce04a26fd5e381..cd56ed0adffc0c659fb08802151f1c83f13c8e0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -2093,8 +2093,8 @@ uniform sampler2D depthMap; uniform vec2 rcp_screen_res; uniform vec4 rcp_frame_opt; uniform vec4 rcp_frame_opt2; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +in vec2 vary_fragcoord; +in vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 9e6c8530155ff8753aa952a2f07a8343f60f6f4b..e40d070268ef6223c861aa88e2fc15e998f1b312 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -49,7 +49,7 @@ SOFTWARE. /*[EXTRA_CODE_HERE]*/ -VARYING vec2 vary_uv; +in vec2 vary_uv; out vec4 outColor; diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl index 682244478bd7e3467cbbf1fcbc4ac3069de92481..3a1572996fb19b8783eb8e33011fc3f5addd47ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_uv; +out vec2 vary_uv; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 74df43b7c36e01ad65e48be6f756559b56d1e80a..748fcbed80ede8ac76a260f9cbcdda9a1e2be844 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -28,11 +28,11 @@ out vec4 frag_data[4]; uniform vec4 color; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); frag_data[3] = vec4(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 5e67442b3acefb3a04f557439fdf9c29a9567af8..aae595f6192235eb75249bb64288cfce7c6e1b6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -34,22 +34,22 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); vec2 encode_normal (vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; } - vec4 norm = texture2D(normalMap, vary_texcoord0.xy); - vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + vec4 norm = texture(normalMap, vary_texcoord0.xy); + vec4 spec = texture(specularMap, vary_texcoord0.xy); frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 42266e9378e12dcca9ae0138eacfa267e9ff41e3..444c54a31e24313a867990f35c4cccdbc32b84be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,10 +26,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index d41e0b202b89eae46aa0e71da9c37c5c8dd4b963..7cdddfe8db428c64d6ccf75d478cde666ea2f592 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -43,38 +43,38 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; #endif -VARYING vec3 vary_position; +out vec3 vary_position; #endif uniform mat4 texture_matrix0; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; #ifdef HAS_NORMAL_MAP -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord1; +in vec4 tangent; +in vec2 texcoord1; out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord1; #else -VARYING vec3 vary_normal; +out vec3 vary_normal; #endif #ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; -VARYING vec2 vary_texcoord2; +in vec2 texcoord2; +out vec2 vary_texcoord2; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 573b5220685c61de2172bd9a2027bd4537e9911c..f3e7b2ee724b46eb093e511975aab57eb112e8b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 7a941674b87363f6ceeb7dc635cab45e55b37aa7..05dced00262b9f4ccf90bebe17f583b05ab714e2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -23,19 +23,13 @@ * $/LicenseInfo$ */ -#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 sampler2D alphaMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; @@ -43,12 +37,12 @@ uniform float norm_scale; void main() { - float c = texture2D(alphaMap, vary_texcoord0).r; + float c = texture(alphaMap, vary_texcoord0).r; - vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); - vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); - vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); - vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); + vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); + vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); + vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); + vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl index 9bceae05b71d05783930f7264aa3a13cc7093bab..7896659ad3cf5ca37af50993632845884ecd4937 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -23,11 +23,11 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_texcoord0; +out vec2 vary_fragcoord; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 5ef9bb68059b77cb21d523a8aa3034ee8f4191b0..e06f3a5f4448e8a8dec03cd6b656e6006b7a67fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl index 1c36aa6b5063b6e8f7ddc8d7ad438da0ca3285ea..b74b2e6a83b01acbd6551d627593e282af448fa5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { @@ -55,7 +55,7 @@ void main() } vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); float lum = max(max(emissive.r, emissive.g), emissive.b); lum *= vertex_emissive.a; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 8e5a6c90e03fa19f2fea494d87c86d938bde5265..faa273b8347fe32ba5040926f3ddc44d87cc908f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -62,7 +62,7 @@ uniform mat3 normal_matrix; void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; @@ -71,7 +71,7 @@ void main() vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com - vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; + vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -84,13 +84,13 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb; + vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; @@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; @@ -140,7 +140,7 @@ void main() vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); col += emissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 5ca39d6966b70418575d20dcdf0c32ee8f1a6e99..86e3f1acda07f6dedb16df78fd85cf05e1784331 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; @@ -40,11 +34,11 @@ uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2D(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +57,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2D(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float wg = 0.25; @@ -79,7 +73,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); { float w = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 80816912daaad0b540c5edfc3d15ff5992596560..a32296369cf403596988659e4838a5e4f7943328 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -23,21 +23,15 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D exposureMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec3 linear_to_srgb(vec3 cl); @@ -173,7 +167,7 @@ vec3 legacyGamma(vec3 color) void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2D(diffuseRect, vary_fragcoord); + vec4 diff = texture(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 004190dbd9496aef9e2e0775d7078cd27b2c447d..bace9b8c90c48e1224f0e29d23bc5f9609ac5efc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -23,25 +23,19 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D depthMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void main() { - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); frag_color = diff; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 8b4cac3e647fa2fcc30d7c4cbbe75d59f16bbb7c..7e8a5d68d4d2c1c3f9b955a98be2aa1c3965228a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 86f0077edb304838836e2d00cccff8f11abef7ef..10b4b3e76c0f57ba180164f620a98a7bbb2c8bc9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,10 +23,10 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +out vec2 vary_fragcoord; +out vec2 vary_tc; uniform vec2 tc_scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl index f75b8e265876f655ac15e47f7002fd46dc6dbe24..2c17de311c85ecae4fa01ca717c7edadf2ee7b78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl @@ -23,20 +23,14 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform float mipLevel; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 8c9b6f81909082789ce8cbb7b152056b16491864..a8febabcc6c61b0abec2ecefc0550b69e63c712d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 9608e891698297439443f48fd19e386786c3d245..0f5f9ed289e25d7607464082bedf4e7f71e2e17f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 box_center; uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index 186ba49969c5c70537501a62605ac5f31251673d..9bbc63bce1cf645dbde4a20d137c3ec3d37ea1a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -26,7 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 4fa9ae36339e3ff4f03fcf8eca4dbeb5bd729d8f..17ce2dee5b1dd639e08d323c2424de9816f7afb2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4f1756c367f1bc1dd63cf4ae0c785d3370437875..b35d10c8a04b810febbf0232d203d7b1754532b9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -48,8 +48,8 @@ void main() { // camera above water: class1\deferred\starsF.glsl // camera below water: class1\environment\starsF.glsl - vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col_a = texture(diffuseMap, vary_texcoord0.xy); + vec4 col_b = texture(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); col.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 37d1630252452502eb4ce867682b24e8f3001fd3..726508607d307e28948f23520048f6fe640fdbee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform float time; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec2 screenpos; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index a85e6ebc66912fb3da321a2aedd8c516d4aa2b47..fd343ed2dc087b2457ef885501218b13661db535 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index d3dfa882f09c7e7ae422f350ed4faf0a1ad80fb2..9a8d791a1d64d7135148e077c20c39957be1033b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -27,11 +27,11 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +out vec2 vary_texcoord0; +out float sun_fade; void calcAtmospherics(vec3 eye_pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 3464212c8436b57cb5117df7577c0fda968c46fc..f6d509e2c6e30c188528b2ace1a638b2962437e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -33,10 +33,10 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +in vec3 pos; +in vec3 vary_normal; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); @@ -44,14 +44,14 @@ void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); + vec4 color0 = texture(detail_0, vary_texcoord0.xy); + vec4 color1 = texture(detail_1, vary_texcoord0.xy); + vec4 color2 = texture(detail_2, vary_texcoord0.xy); + vec4 color3 = texture(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); outColor.a = 0.0; // yes, downstream atmospherics diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index f42cb6ff6dbaf637be15ad99c6d857a281347333..f6d3b59e85638fa45c2d08df599749a9ea6a7194 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,16 +27,16 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +out vec3 pos; +out vec3 vary_normal; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; uniform vec4 object_plane_s; uniform vec4 object_plane_t; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index d857e47b90278310a28221b9d2c794d8a2b1e9f3..e2d87e68fa174eac2c26819b92cf738e32290904 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -29,9 +29,9 @@ out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec3 vary_normal; +in vec2 vary_texcoord0; uniform float minimum_alpha; @@ -39,7 +39,7 @@ vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index c850a39d6f5f47ffd3f535c16a8de5d6c596a00b..7dcab640f210f5d097f906202a8765d030bf765d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -36,7 +36,7 @@ in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index 5a7cf369b55d8e61ef0ed663aac5b4abc0914670..f5192c300986f3855914db911f88a4ae97fe4297 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -27,8 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; out vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 3b6571a24a9ded2af5eee0fc1598e54b3a4b8122..ce8a10712c426be82343f173dd6f73f66a4c4989 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform mat3 normal_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 4e535f7e18e24267eccbe978bde3316b141ed897..7a5e14566bb7d09d6fdb89526d42ee2c747cf452 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseMap; uniform float minLuminance; @@ -40,11 +34,11 @@ uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); /// 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 ) ); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index fdca5018b0671b30217b35dfe011eb24ba70ca4f..ccda75596d2a745aad6d3a38373f68cfcd795349 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 301e8aba269a734f8e4b69a9a84b6072ff2f3645..8718dd8b52f421d195d122688d99116452097324 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform float glowStrength; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; +in vec4 vary_texcoord2; +in vec4 vary_texcoord3; void main() { @@ -47,14 +43,14 @@ void main() kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0; kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; - col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy); - col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy); - col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy); - col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy); - col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw); - col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw); - col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw); - col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw); + col += kern[0] * texture(diffuseMap, vary_texcoord0.xy); + col += kern[1] * texture(diffuseMap, vary_texcoord1.xy); + col += kern[2] * texture(diffuseMap, vary_texcoord2.xy); + col += kern[3] * texture(diffuseMap, vary_texcoord3.xy); + col += kern[4] * texture(diffuseMap, vary_texcoord0.zw); + col += kern[5] * texture(diffuseMap, vary_texcoord1.zw); + col += kern[6] * texture(diffuseMap, vary_texcoord2.zw); + col += kern[7] * texture(diffuseMap, vary_texcoord3.zw); frag_color = max(vec4(col.rgb * glowStrength, col.a), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 63ca15139c8549af69965038848b297b350fd5e2..60ec4e6f3b41c0b5180c044221a215a97d7429eb 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -25,14 +25,14 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec2 glowDelta; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; +out vec4 vary_texcoord2; +out vec4 vary_texcoord3; void main() { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index ac400aa2a658e26b4b5ccf6b8be5d2673761ee86..5a3845b1a3e2e331e64476fc6f5effd806e62c1c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_matrix; uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -39,9 +39,9 @@ uniform vec3 eyeVec; uniform float waterHeight; uniform vec3 lightDir; -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +out vec4 refCoord; +out vec4 littleWave; +out vec4 view; out vec3 vary_position; out vec3 vary_light_dir; out vec3 vary_tangent; diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index 69c1983b4dcddfb80e152e35567577b4cb734ec9..a46e91c394d5fafed095c23e90acbb0a0f06ddef 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -23,22 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform float minimum_alpha; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color; void main() { - vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = vertex_color*texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl index 3580d1f27b2c247e35ac0704fbb06196fa6a44e5..a8dac55130f4f7982c1eac0d194908a455c2b06c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl index 1936e0dcaa6de6fc90d351fc75eb06419b0ed426..06b19c22c95b7fd395a1dd0398d77bf4e982e8ee 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl @@ -23,17 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec2 tc0; +in vec2 tc0; void main() { - frag_color = texture2D(diffuseMap, tc0); + frag_color = texture(diffuseMap, tc0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl index 7beb20ede462e547a7d1d649a57d91bdc0603907..cbcc6bef9708da86c7acec7896daeb503e5c34fb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 tc0; +out vec2 tc0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl index 9454bbf21e39b24ca4536b5aff68e9c5dff97c57..ee2d652f32fbb7780803ca190a0cba450188e99e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl @@ -23,16 +23,12 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform vec4 color; uniform vec4 clip_plane; -VARYING vec3 vary_position; +in vec3 vary_position; void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl index e376b25a71fe27e9391a1551b60d94039ca98786..7dd2ef593f3a34123a8cd797798411f243dcf9e3 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl @@ -26,9 +26,9 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_position; +out vec3 vary_position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index cb8d6a8c033d0a834c1e28b7b7f46d47e39bebb2..cefa4296394649b7755674548cca747e8a428b1f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index 153998f1d5d745baae4c6f17270f9d4f0a53b0b8..2e32863109b34f3e1b42222d0282c0025f456096 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index e578bb6fc5f6ade50ee848b046f1c441c724d3c5..fa8aa5c7fe6b24873c2f78f51ce76d862c9d394c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; @@ -36,5 +34,5 @@ in vec2 tc; void main() { - frag_color = texture2D(diffuseRect, tc) + texture2D(emissiveRect, tc); + frag_color = texture(diffuseRect, tc) + texture(emissiveRect, tc); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c50548d528301ff2e3bbfd8b21dfee4973f49c10..3d4035620f45b66681e881e898fad8c4acfc13e8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index 48aab1ce2106366c658f6f8d5af781249818d1b9..fa67b13e4df1940da3f555f61b9076be3e670950 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -24,9 +24,9 @@ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_tc; +out vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 58c9e5ad0a59d12d8c719e7f9e484ce94ec8fa9e..9bba1b2e18fd0f4b1c9533d245a60faaead03709 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -23,18 +23,14 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform vec4 color; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_color = max(color*texture2D(diffuseMap, vary_texcoord0.xy), vec4(0)); + frag_color = max(color*texture(diffuseMap, vary_texcoord0.xy), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl index 947c2b00652b7ba3c602212d1a728f0c036b57e2..0253c7236da622ea225137a70787d067cfd1e194 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl index c5d102b7392c65b844382595447d95eb921a3d85..9f7ff8337a691a484b2f8d7be57685788acbccf5 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 0b362cf46c4e6c3ccae1789b0586a136a9448a41..481b7a3b1d1cd47c05585fdd7073a3dffd4bc4ce 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -26,10 +26,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl index 5190abf17cfe1211822de02128969519082e3557..633c928e6b01caa3112334ffd836f0bce2974484 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_dir; +out vec3 vary_dir; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl index 5c479d27a91cbb7f74e04686d500919cfe7dd775..75ff19e4705cb1a67ea7aaff31e528939e8984d8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 box_center; uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl index 7305065a057e6bd1ef66352d0563f578ef65f323..1ff9c347b6e1433592c3d5d6f8fc8f84c60943ce 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl @@ -26,7 +26,7 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index c26fa08ddc62e15f9ed80556d197e7ae7d5ef700..b44c746fa7bef65eb7f69803626b8f871de9d20f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl index f1400c9b44f5688acffaca57a3cdf7f8ce0d8dce..a85d055a5b7e52a5d059a69e614ef0f0ff698c44 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl @@ -23,20 +23,16 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform float tolerance; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_color = texture2D(tex0, vary_texcoord0.xy); + frag_color = texture(tex0, vary_texcoord0.xy); if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance) { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl index a33ef7e92c18e457decf2f7cd286b336eff01dce..1b8411603a970aad8a963be8625da11cc6d08bb4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl index 7379360e178c7fbda7e04bbbfe3eeee73009b140..fac22be6de7532ef2e4717544a6af51f3665382c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl @@ -23,13 +23,9 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; +in vec4 vertex_color; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl index 19fa6073071e4e3053a6d8a4a4ed7114a06e30d5..4f08df839dcbd0cc458f3bc93aacb95a34701aad 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +in vec3 position; +in vec4 diffuse_color; -VARYING vec4 vertex_color; +out vec4 vertex_color; uniform float tint; uniform float alpha_scale; diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl index 91f252cf1eb3575fa4087416cd2b19dd4692e815..9e77927cb807dc6f647f84945f84b83b3b384f77 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -25,11 +25,11 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; -VARYING vec4 vertex_color; +out vec4 vertex_color; uniform float tint; uniform float ambiance; diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index cd5d97c7856428d7bf69829953c6b03867d88e27..9ecdf0bf7708943637423dfb84a73d27dbc6eb8f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -31,7 +31,7 @@ out vec4 frag_color; uniform samplerCubeArray reflectionProbes; uniform int sourceIdx; -VARYING vec3 vary_dir; +in vec3 vary_dir; //uniform float roughness; diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl index 5f5d9396ff917a0f37780342a5ab68aee378a338..2c31e9883833d0c31fa8370920f3388ca0957c40 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_dir; +out vec3 vary_dir; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index da02534dbb59421d80d1e2bbba06a25107923940..a14334fd01d9820d3a1aad2889afaef9e2d6bccb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -23,21 +23,17 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(tex0, vary_texcoord0.xy).a * color.a; + float alpha = texture(tex0, vary_texcoord0.xy).a * color.a; frag_color = vec4(color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index f33115d78d7004aa8726eceff29d2b4673024c88..b280fcdc151d95044550deac737e5ff412e7d48a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl index 6eeb2596b2e1b99a1df7caa6ac7f0530236c8984..6d51b898b76c3a7bdf40d96b8b1fd07a0f0333b8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform sampler2D tex1; @@ -36,12 +32,12 @@ uniform float dither_scale; uniform float dither_scale_s; uniform float dither_scale_t; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; void main() { - frag_color = abs(texture2D(tex0, vary_texcoord0.xy) - texture2D(tex1, vary_texcoord0.xy)); + frag_color = abs(texture(tex0, vary_texcoord0.xy) - texture(tex1, vary_texcoord0.xy)); vec2 dither_coord; dither_coord[0] = vary_texcoord0[0] * dither_scale_s; diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl index 67c6674f0cec4a66c8c8e342c59998298101865a..a103bff12d3d161112e991945d8f18bf845aaf7c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl @@ -25,12 +25,12 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 299bfb72aa7209e40ee2ebcf73adc73a46c2e993..a29b848253bc0decc7cc238d0409930d8f2a5ee9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -23,18 +23,14 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color; void main() { - frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index 220dafef25d977f8db1cdb5d9a386258060e0c0b..91a846b9fae956ea50c53721ee0449db27f152a4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index eaf0f71b415c703b5809a9fef08df5a5f3367440..6535c0835e6b775c63f77d3d89f006b31054779f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting() { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index fc76c0cc009fa795ff15bb9246c0bd802aad49b9..4dc67028d5153ba8acaf99dd3316deff36b401a0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; @@ -36,12 +32,12 @@ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 color = texture(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 6b86d717da6cf752c989ea4bd11b5e70d4ff8717..2d1c7dadb0b355bf9171aca07b29dfbc763b3225 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,14 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index 59c1bc1446b031968e506fb956ab1aae40690828..cea08ecffd1d85ddae16439cc1353657f9295229 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -23,14 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -39,7 +35,7 @@ vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 7da8e9054a05e7292431b7578a61337e39cc4e48..670b3ddaf159162e2f916e039ba639e5a1943708 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting_water() { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index f767c17f8619218f8e18503b1058c3fcb928e529..2e5ed570148696d0fdce1310f6c4112e8aaa08ff 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; @@ -36,12 +32,12 @@ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting_water() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 color = texture(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 2530bdcc744841d90582ace2b3878284cba133b1..09b4a6e3179f7b95962a710682c635f44ecce688 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,14 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl index 7f112d74352d62e44f7d3811e8c6115eb8b4a031..4888fa547c7df30d86c8d2ad269360026d9226ae 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -23,14 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -39,7 +35,7 @@ vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 1deb374cd0a7b4dcb5e068961898272bcfc59e94..67c99530e3aba0f0cd250ca9e8716b20f37533bd 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -23,22 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D texture0; uniform sampler2D texture1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; void main() { - float tex0 = texture2D(texture0, vary_texcoord0.xy).a; - float tex1 = texture2D(texture1, vary_texcoord1.xy).a; + float tex0 = texture(texture0, vary_texcoord0.xy).a; + float tex1 = texture(texture1, vary_texcoord1.xy).a; frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index ee9970bc70ae6e04fafd25cb448224e9280fa175..7d5417919e924f4a216f9f37eecc08627a54ac4e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 467a9949e4197adbdcdac868d4ed25d824a3cdb6..ff9aaf3357cf97c856bbecd677e42e2f0df65b36 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -23,21 +23,17 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 color = texture(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index e90dbb115a4c8ffc0ab2e7ce142c53cafdf3741e..cf3162f5f1cdf412b32f1ca180ce01acbccec0e9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index ca29bf3143384575a9b43095221b6d84986e53b9..d90f9271dc412e2b8256b07bfaf749e1d7416416 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE int texture_index; +in int texture_index; -VARYING_FLAT int vary_texture_index; +flat out int vary_texture_index; void passTextureIndex() { diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl index 687d6b748254d419fb503c8db0efd114410df4fb..ec785cd1c01bf85667984c69837f38d0a097af1b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void main() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color; frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl index b56fc97a856470ceb268c101f2c150ed70ebdb5d..e3e71202ae5af4f13eacd3de42d1327d7dd7efa5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl @@ -23,20 +23,16 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; //==================================================================================================== void main() { - frag_color = max(texture2D(diffuseMap,vary_texcoord0.xy) * color, vec4(0)); + frag_color = max(texture(diffuseMap,vary_texcoord0.xy) * color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl index 913dec83bd711f9419cb77369df3865a69a308bd..d8c74e8537b05c33f8c9e3488afaf2e9460e3749 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; //==================================================================================================== diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5886f47cbce323205f8e6725cc8e317f6d3762c4..b474a5803fe7e294c791c8a0b571f3f6a4e21dba 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -28,14 +28,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; uniform vec4 color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 22821a2f76c45fb7ee837a4e5badfdab31f7f7eb..07f5d250cfc6422b5bc2db3b4ccb60c3585dfe88 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -30,12 +30,12 @@ uniform mat4 modelview_projection_matrix; uniform vec4 color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index f4d6eff69ec6181467fc6e7de4f6ca655084d102..ae8cd97b180a823d874a4e5fc011e50a78969dbd 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,19 +25,13 @@ //class2/deferred/alphaF.glsl -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ #define INDEXED 1 #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform mat3 env_mat; uniform vec3 sun_dir; @@ -47,13 +41,13 @@ uniform vec3 moon_dir; uniform sampler2D diffuseMap; #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +in vec3 vary_fragcoord; +in vec3 vary_position; +in vec2 vary_texcoord0; +in vec3 vary_norm; #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB +in vec4 vertex_color; //vertex color should be treated as sRGB #endif #ifdef HAS_ALPHA_MASK @@ -195,7 +189,7 @@ void main() #endif #ifdef USE_DIFFUSE_TEX - vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_tap = texture(diffuseMap,vary_texcoord0.xy); #endif #ifdef USE_INDEXED_TEX diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index cd7c005162dc6642a391381b6a552d5ff2cb1f84..7b7b4a040cf196e7adfaff1da19972aeb67fe57c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -214,7 +214,7 @@ void main() // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear - colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); // PBR IBL float gloss = 1.0 - perceptualRoughness; @@ -305,7 +305,7 @@ void main() // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear - colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); float a = basecolor.a*vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 080f622155544c5ce0b058a6919f949fe4a37056..60134a7f729a627fa557a4af4a710e735a20a6d9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -40,7 +40,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; - glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); + glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); } void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, @@ -63,7 +63,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; - legacyenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); + legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); glossenv = legacyenv; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 1e7ccb747a131b3fb8f2bf0693f67824e868388a..d1db6dd94323a2fb9011f6f5245dd5ce92a636da 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,11 +23,11 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; // forwards void setAtmosAttenuation(vec3 c); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index e1cbfcce1a491929a4edf3da5fd1c941dc49f808..1ea57516a4ab4b81fb12f24b222b5b39c454a5d5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -23,20 +23,14 @@ * $/LicenseInfo$ */ -#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; +in vec2 vary_fragcoord; uniform vec3 sun_dir; uniform float shadow_bias; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 99a26a050d04fad02912d542467b081a67e0799f..0126e09d4c67a887099dbf2880d3ed8c132fa645 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,20 +22,14 @@ * $/LicenseInfo$ */ -#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; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 3dfca0f6553ca9d654869b1d40921e79d9c684cd..5ae7f2c57137d0389a1792134956bdab559b9c0b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 4c418e414f2f4670bb90e4ef277a9c0c9494c45f..3773f191e855c4b37d305a08100276d2af7de755 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -// VARYING param funcs +// out param funcs uniform vec3 sun_dir; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 07733bda18b43fdbd162db6d8be2df87962bfe14..34669a67963383fcebfd388cc77d73b8e74326f8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -24,8 +24,8 @@ */ -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation; vec3 getSunlitColor() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 31109aed31a77967109eb8fccc9cd7dc8c031c1f..1b854d80b3c4abb02efbf7279a530c64bb7aabef 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -24,8 +24,8 @@ */ -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation; vec3 additive_color; vec3 atmos_attenuation; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl index 22e16b7e0fa635cb74a548150e84b6eff5d2028a..7a6741fe0e5de4ce6bde4e120d801d5d87a87a7b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +in vec3 vary_PositionEye; +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation; vec3 getSunlitColor() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl index 0f2a3ee527e658c0d3f55884d0027e8cca8c9b6e..23c3aed4d8597c64bd27ebd7e5ada533930ae984 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +out vec3 vary_PositionEye; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation; vec3 atmos_attenuation; vec3 sunlit_color; diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index f1b1997c436f7071e6be29b53d230e600233a1c8..1c79748b49ee2476adbc6d0cbbf0b9107b2f4241 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -25,21 +25,17 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #ifndef HAS_DIFFUSE_LOOKUP uniform sampler2D diffuseMap; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; +in vec3 vary_position; uniform samplerCube environmentMap; @@ -62,7 +58,7 @@ void main() #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = texture(diffuseMap, vary_texcoord0.xy); #endif color.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index e5341386bd422e46dd19562869b83fecf6bdc6ea..77e3b9238532ab21e8c713d45993c1b7a6d3766b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -52,11 +52,7 @@ vec3 legacy_adjust(vec3 c); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -77,9 +73,9 @@ uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; -VARYING vec3 vary_position; +in vec3 vary_position; uniform mat4 proj_mat; uniform mat4 inv_proj; @@ -167,7 +163,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; @@ -184,11 +180,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe } #else -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif #endif uniform sampler2D diffuseMap; //always in sRGB space @@ -200,7 +192,7 @@ uniform sampler2D bumpMap; #ifdef HAS_SPECULAR_MAP uniform sampler2D specularMap; -VARYING vec2 vary_texcoord2; +in vec2 vary_texcoord2; #endif uniform float env_intensity; @@ -214,13 +206,13 @@ uniform float minimum_alpha; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord1; #else -VARYING vec3 vary_normal; +in vec3 vary_normal; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); @@ -228,7 +220,7 @@ vec2 encode_normal(vec3 n); vec3 getNormal(inout float glossiness) { #ifdef HAS_NORMAL_MAP - vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy); + vec4 vNt = texture(bumpMap, vary_texcoord1.xy); glossiness *= vNt.a; vNt.xyz = vNt.xyz * 2 - 1; float sign = vary_sign; @@ -247,7 +239,7 @@ vec3 getNormal(inout float glossiness) vec4 getSpecular() { #ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + vec4 spec = texture(specularMap, vary_texcoord2.xy); spec.rgb *= specular_color.rgb; #else vec4 spec = vec4(specular_color.rgb, 1.0); @@ -301,7 +293,7 @@ void main() waterClip(); // diffcol == diffuse map combined with vertex color - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; alphaMask(diffcol.a); @@ -364,7 +356,7 @@ void main() if (glossiness > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); - vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); + vec3 dumbshiny = sunlit_linear * shadow * (texture(lightFunc, vec2(sa, glossiness)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -395,7 +387,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); - float scol = shadow*fres*texture2D(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); + float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 2da177ea7ef6837504936f926486c22f80f3e338..2a096a98ec87e54959d842965a4d50cf45228766 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D depthMap; uniform sampler2D diffuseRect; @@ -49,7 +43,7 @@ uniform vec2 screen_res; uniform float far_z; uniform mat4 inv_proj; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord; void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); @@ -88,15 +82,15 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - vec4 spec = texture2D(specularRect, tc); - vec3 diffuse = texture2D(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); + vec3 diffuse = texture(diffuseRect, tc).rgb; vec3 h, l, v = -normalize(pos); float nh, nv, vh, lightDist; if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -167,7 +161,7 @@ void main() if (nh > 0.0) { - float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); + float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); col += lit * scol * light_col[i].rgb * spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index 831b3b26848d75eca0cf28fdea4e9ff50c39f6a8..c2b9ed3d964796a8a1234e59f25e4403990145ef 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec4 vary_fragcoord; +out vec4 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 33715d4d8729202f4db6d4e99674566ecc821b95..23120bbbbe326ca066555e6ba0c3e5533b3a3378 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -23,16 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D specularRect; @@ -67,7 +60,7 @@ uniform float size; uniform vec3 color; uniform float falloff; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; @@ -118,7 +111,7 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2D(lightMap, tc); + vec4 shd = texture(lightMap, tc); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); @@ -139,8 +132,8 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture2D(diffuseRect, tc).rgb; - vec4 spec = texture2D(specularRect, tc); + vec3 diffuse = texture(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); @@ -148,7 +141,7 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -223,7 +216,7 @@ void main() if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); vec3 speccol = dlit*scol*spec.rgb*shadow; speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 7724a6cac9268c4d562448d408adce58c4c0a8e0..42ba96148cb276fceba41134de351d45ee81a059 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 sampler2D diffuseRect; uniform sampler2D specularRect; @@ -48,8 +42,8 @@ uniform vec3 color; uniform float falloff; uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +in vec4 vary_fragcoord; +in vec3 trans_center; uniform vec2 screen_res; @@ -83,8 +77,8 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - vec3 diffuse = texture2D(diffuseRect, tc).rgb; - vec4 spec = texture2D(specularRect, tc); + vec3 diffuse = texture(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); // Common half vectors calcs vec3 lv = trans_center.xyz-pos; @@ -101,7 +95,7 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -141,7 +135,7 @@ void main() if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); final_color += lit*scol*color.rgb*spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index d42c8f6cf673dca5ca68feb60a48eb47c88f8e10..8d23f1b4279fb21cde86229b80247bdd8faafbf4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -26,13 +26,13 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 center; uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +out vec4 vary_fragcoord; +out vec3 trans_center; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index f1865a77e2edf8c7a65a3d21000765be122d0c42..02e724c155b3b723f98c660f26a91727432c3950 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#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 vec2 screen_res; uniform mat4 projection_matrix; @@ -39,8 +33,8 @@ uniform mat4 inv_proj; uniform float zNear; uniform float zFar; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +in vec2 vary_fragcoord; +in vec3 camera_ray; uniform sampler2D specularRect; uniform sampler2D diffuseRect; @@ -67,10 +61,10 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; - vec4 spec = texture2D(specularRect, tc); + vec4 spec = texture(specularRect, tc); vec2 hitpixel; - vec4 diffuse = texture2D(diffuseRect, tc); + vec4 diffuse = texture(diffuseRect, tc); vec3 specCol = spec.rgb; vec4 fcol = texture(diffuseMap, tc); diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index b084094d4df4e9e01471d688b3a41765ab9b8b78..f7e7268cc329eb4cda79ac40032511c8bed85011 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -26,12 +26,12 @@ uniform mat4 projection_matrix; uniform mat4 inv_proj; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +out vec2 vary_fragcoord; +out vec3 camera_ray; void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a8d61afecaba241ac492202e1e69020aefa46460..2f3efaa94a7d1e862c6bbb5086071d90480519a4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,19 +23,12 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - #define FLT_MAX 3.402823466e+38 #define REFMAP_COUNT 256 #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D specularRect; @@ -60,7 +53,7 @@ uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -127,16 +120,16 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2D(normalMap, tc); + vec4 norm = texture(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec4 baseColor = texture2D(diffuseRect, tc); - vec4 spec = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive + vec4 baseColor = texture(diffuseRect, tc); + vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) - vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; + vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; #endif #if defined(HAS_SUN_SHADOW) @@ -180,12 +173,12 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 orm = texture2D(specularRect, tc).rgb; + vec3 orm = texture(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r * ambocc; - vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; // PBR IBL float gloss = 1.0 - perceptualRoughness; @@ -211,7 +204,7 @@ void main() else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { //should only be true of WL sky, just port over base color value - color = texture2D(emissiveRect, tc).rgb; + color = texture(emissiveRect, tc).rgb; color = srgb_to_linear(color); if (sun_up_factor > 0) { @@ -263,7 +256,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); - scol *= fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f2ab5857168b459520a2bc2a513d39fa5ecfc723..1ea801d7d734f2b0093b68091a2fcd98c37a8aca 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -23,9 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - /*[EXTRA_CODE_HERE]*/ #define DEBUG_ANY_LIGHT_TYPE 0 // Output green light cone @@ -38,11 +35,7 @@ #define DEBUG_SPOT_NL 0 // monochome area effected by light #define DEBUG_SPOT_ZERO 0 // Output zero for spotlight -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D specularRect; @@ -75,8 +68,8 @@ uniform float size; uniform vec3 color; uniform float falloff; -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; +in vec3 trans_center; +in vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; @@ -126,7 +119,7 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2D(lightMap, tc); + vec4 shd = texture(lightMap, tc); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); @@ -147,15 +140,15 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture2D(diffuseRect, tc).rgb; - vec4 spec = texture2D(specularRect, tc); + vec3 diffuse = texture(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); vec3 amb_rgb = vec3(0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -231,7 +224,7 @@ void main() if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); vec3 speccol = dlit*scol*spec.rgb*shadow; speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 21c30012abc5f9bfa11b9b654f70b5d3188cd322..e99ad5b474cee30b4f1e5e7da8570c1cf5db9460 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -50,9 +50,9 @@ uniform float waterFogKS; uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view; in vec3 vary_position; vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); @@ -62,9 +62,9 @@ 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 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) @@ -72,7 +72,7 @@ void main() distort = distort+wavef.xy*refScale; #ifdef TRANSPARENT_WATER - vec4 fb = texture2D(screenTex, distort); + vec4 fb = texture(screenTex, distort); #else vec4 fb = vec4(waterFogColorLinear, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 3d4f4fc17bcc2a667ecf1591e81f1988af3be981..8fee2599333eda37e9e427fdb825f3e9d85e9a75 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear; //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view; in vec3 vary_position; in vec3 vary_normal; in vec3 vary_tangent; @@ -144,12 +144,12 @@ void main() //get wave normals vec2 bigwave = vec2(refCoord.w, view.w); vec3 wave1_a = texture(bumpMap, bigwave, -2 ).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 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; vec3 wave1_b = texture(bumpMap2, bigwave ).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 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0; //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); @@ -210,16 +210,16 @@ void main() vec3 sunlit_linear = srgb_to_linear(sunlit); #ifdef TRANSPARENT_WATER - vec4 fb = texture2D(screenTex, distort2); - float depth = texture2D(screenDepth, distort2).r; + vec4 fb = texture(screenTex, distort2); + float depth = texture(screenDepth, distort2).r; vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); if (refPos.z > pos.z-0.05) { //we sampled an above water sample, don't distort distort2 = distort; - fb = texture2D(screenTex, distort2); - depth = texture2D(screenDepth, distort2).r; + fb = texture(screenTex, distort2); + depth = texture(screenDepth, distort2).r; refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h index cdd8ae88bb93b980abcfd6e73ba0aa3da1998fcd..5ab1f524391992933d65e253b79db25e8c12d075 100644 --- a/indra/newview/lldrawable.h +++ b/indra/newview/lldrawable.h @@ -257,8 +257,7 @@ class LLDrawable typedef enum e_drawable_flags { - IN_REBUILD_Q1 = 0x00000001, - IN_REBUILD_Q2 = 0x00000002, + IN_REBUILD_Q = 0x00000001, EARLY_MOVE = 0x00000004, MOVE_UNDAMPED = 0x00000008, ON_MOVE_LIST = 0x00000010, diff --git a/indra/newview/llflexibleobject.cpp b/indra/newview/llflexibleobject.cpp index c9370b49f1b19108c7f1109518d37ba1801ec782..e935bc5553f8296d4412b24a1bafba1200b34e5f 100644 --- a/indra/newview/llflexibleobject.cpp +++ b/indra/newview/llflexibleobject.cpp @@ -366,7 +366,7 @@ void LLVolumeImplFlexible::doIdleUpdate() if (visible) { - if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1) && + if (!drawablep->isState(LLDrawable::IN_REBUILD_Q) && pixel_area > 256.f) { U32 id; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index ed1c7c8dea27d8ff7824f5e92be542c7cc715236..978cb780833cee7f73a253128131de99fcea6624 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -3107,22 +3107,6 @@ class LLOctreeRenderNonOccluded : public OctreeTraveler renderNormals(drawable); } - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BUILD_QUEUE)) - { - if (drawable->isState(LLDrawable::IN_REBUILD_Q2)) - { - gGL.diffuseColor4f(0.6f, 0.6f, 0.1f, 1.f); - const LLVector4a* ext = drawable->getSpatialExtents(); - LLVector4a center; - center.setAdd(ext[0], ext[1]); - center.mul(0.5f); - LLVector4a size; - size.setSub(ext[1], ext[0]); - size.mul(0.5f); - drawBoxOutline(center, size); - } - } - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_AREA)) { setTextureAreaDebugText(drawable); @@ -3452,14 +3436,12 @@ void LLSpatialPartition::renderDebug() LLPipeline::RENDER_DEBUG_BBOXES | LLPipeline::RENDER_DEBUG_NORMALS | LLPipeline::RENDER_DEBUG_POINTS | - //LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY | LLPipeline::RENDER_DEBUG_TEXTURE_AREA | LLPipeline::RENDER_DEBUG_TEXTURE_ANIM | LLPipeline::RENDER_DEBUG_RAYCAST | LLPipeline::RENDER_DEBUG_AVATAR_VOLUME | LLPipeline::RENDER_DEBUG_AVATAR_JOINTS | LLPipeline::RENDER_DEBUG_AGENT_TARGET | - //LLPipeline::RENDER_DEBUG_BUILD_QUEUE | LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA | LLPipeline::RENDER_DEBUG_TEXEL_DENSITY)) { diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 5105ec835b4f95dbbf91f2123b3e2aaae2078dac..04ca62e0ec3c12fb449ef6a58a4181ace9e57dd5 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -998,8 +998,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLSpatialGroup::sNoDelete = FALSE; gPipeline.clearReferences(); - - gPipeline.rebuildGroups(); } LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats"); @@ -1130,8 +1128,6 @@ void display_cube_face() LLSpatialGroup::sNoDelete = FALSE; gPipeline.clearReferences(); - - gPipeline.rebuildGroups(); } void render_hud_attachments() diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index d4dc813bbaa42090fa58112597223e94e77e2f03..d0acac858caa7d6581fd0ce81e11c370d3e41618 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -1028,10 +1028,6 @@ U64 info_display_from_string(std::string info_display) { return LLPipeline::RENDER_DEBUG_LOD_INFO; } - else if ("build queue" == info_display) - { - return LLPipeline::RENDER_DEBUG_BUILD_QUEUE; - } else if ("lights" == info_display) { return LLPipeline::RENDER_DEBUG_LIGHTS; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9960ce7bd0632d88006b0c37324eb1a938038994..2687ccfae203d26a315b34e34d439312d6a8e0cf 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -338,7 +338,6 @@ LLPipeline::LLPipeline() : mOldRenderDebugMask(0), mMeshDirtyQueryObject(0), mGroupQ1Locked(false), - mGroupQ2Locked(false), mResetVertexBuffers(false), mLastRebuildPool(NULL), mLightMask(0), @@ -557,7 +556,6 @@ void LLPipeline::cleanup() assertInitialized(); mGroupQ1.clear() ; - mGroupQ2.clear() ; for(pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ) @@ -2513,33 +2511,6 @@ void LLPipeline::clearRebuildGroups() // Copy the saved HUD groups back in mGroupQ1.assign(hudGroups.begin(), hudGroups.end()); mGroupQ1Locked = false; - - // Clear the HUD groups - hudGroups.clear(); - - mGroupQ2Locked = true; - for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); - iter != mGroupQ2.end(); ++iter) - { - LLSpatialGroup* group = *iter; - - // If the group contains HUD objects, save the group - if (group->isHUDGroup()) - { - hudGroups.push_back(group); - } - // Else, no HUD objects so clear the build state - else - { - group->clearState(LLSpatialGroup::IN_BUILD_Q2); - } - } - // Clear the group - mGroupQ2.clear(); - - // Copy the saved HUD groups back in - mGroupQ2.assign(hudGroups.begin(), hudGroups.end()); - mGroupQ2Locked = false; } void LLPipeline::clearRebuildDrawables() @@ -2551,24 +2522,11 @@ void LLPipeline::clearRebuildDrawables() LLDrawable* drawablep = *iter; if (drawablep && !drawablep->isDead()) { - drawablep->clearState(LLDrawable::IN_REBUILD_Q2); - drawablep->clearState(LLDrawable::IN_REBUILD_Q1); + drawablep->clearState(LLDrawable::IN_REBUILD_Q); } } mBuildQ1.clear(); - // clear drawables on the non-priority build queue - for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); - iter != mBuildQ2.end(); ++iter) - { - LLDrawable* drawablep = *iter; - if (!drawablep->isDead()) - { - drawablep->clearState(LLDrawable::IN_REBUILD_Q2); - } - } - mBuildQ2.clear(); - //clear all moving bridges for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin(); iter != mMovedBridge.end(); ++iter) @@ -2622,52 +2580,6 @@ void LLPipeline::rebuildPriorityGroups() } -void LLPipeline::rebuildGroups() -{ - if (mGroupQ2.empty() || gCubeSnapshot) - { - return; - } - - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - mGroupQ2Locked = true; - // Iterate through some drawables on the non-priority build queue - S32 size = (S32) mGroupQ2.size(); - S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); - - S32 count = 0; - - std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency()); - - LLSpatialGroup::sg_vector_t::iterator iter; - LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin(); - - for (iter = mGroupQ2.begin(); - iter != mGroupQ2.end() && count <= min_count; ++iter) - { - LLSpatialGroup* group = *iter; - last_iter = iter; - - if (!group->isDead()) - { - group->rebuildGeom(); - - if (group->getSpatialPartition()->mRenderByGroup) - { - count++; - } - } - - group->clearState(LLSpatialGroup::IN_BUILD_Q2); - } - - mGroupQ2.erase(mGroupQ2.begin(), ++last_iter); - - mGroupQ2Locked = false; - - updateMovedList(mMovedBridge); -} - void LLPipeline::updateGeom(F32 max_dtime) { LLTimer update_timer; @@ -2693,16 +2605,6 @@ void LLPipeline::updateGeom(F32 max_dtime) LLDrawable* drawablep = *curiter; if (drawablep && !drawablep->isDead()) { - if (drawablep->isState(LLDrawable::IN_REBUILD_Q2)) - { - drawablep->clearState(LLDrawable::IN_REBUILD_Q2); - LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep); - if (find != mBuildQ2.end()) - { - mBuildQ2.erase(find); - } - } - if (drawablep->isUnload()) { drawablep->unload(); @@ -2711,7 +2613,7 @@ void LLPipeline::updateGeom(F32 max_dtime) if (updateDrawableGeom(drawablep, TRUE)) { - drawablep->clearState(LLDrawable::IN_REBUILD_Q1); + drawablep->clearState(LLDrawable::IN_REBUILD_Q); mBuildQ1.erase(curiter); } } @@ -2720,54 +2622,6 @@ void LLPipeline::updateGeom(F32 max_dtime) mBuildQ1.erase(curiter); } } - - // Iterate through some drawables on the non-priority build queue - S32 min_count = 16; - S32 size = (S32) mBuildQ2.size(); - if (size > 1024) - { - min_count = llclamp((S32) (size * (F32) size/4096), 16, size); - } - - S32 count = 0; - - max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime)); - LLSpatialGroup* last_group = NULL; - LLSpatialBridge* last_bridge = NULL; - - for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); - iter != mBuildQ2.end(); ) - { - LLDrawable::drawable_list_t::iterator curiter = iter++; - LLDrawable* drawablep = *curiter; - - LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() : - drawablep->getParent()->getSpatialBridge(); - - if (drawablep->getSpatialGroup() != last_group && - (!last_bridge || bridge != last_bridge) && - (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count) - { - break; - } - - //make sure updates don't stop in the middle of a spatial group - //to avoid thrashing (objects are enqueued by group) - last_group = drawablep->getSpatialGroup(); - last_bridge = bridge; - - bool update_complete = true; - if (!drawablep->isDead()) - { - update_complete = updateDrawableGeom(drawablep, FALSE); - count++; - } - if (update_complete) - { - drawablep->clearState(LLDrawable::IN_REBUILD_Q2); - mBuildQ2.erase(curiter); - } - } updateMovedList(mMovedBridge); } @@ -2992,10 +2846,10 @@ void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags f { if (drawablep && !drawablep->isDead() && assertInitialized()) { - if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1)) + if (!drawablep->isState(LLDrawable::IN_REBUILD_Q)) { mBuildQ1.push_back(drawablep); - drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue + drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue } if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) @@ -4837,63 +4691,6 @@ void LLPipeline::renderDebug() } } - if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE) - { - U32 count = 0; - U32 size = mGroupQ2.size(); - LLColor4 col; - - LLVertexBuffer::unbind(); - LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); - - gGL.pushMatrix(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - - for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter) - { - LLSpatialGroup* group = *iter; - if (group->isDead()) - { - continue; - } - - LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge(); - - if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead())) - { - continue; - } - - if (bridge) - { - gGL.pushMatrix(); - gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); - } - - F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f); - - - LLVector2 c(1.f-alpha, alpha); - c.normVec(); - - - ++count; - col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f); - group->drawObjectBox(col); - - if (bridge) - { - gGL.popMatrix(); - } - } - - gGL.popMatrix(); - } - gGL.flush(); gUIProgram.unbind(); } @@ -5992,11 +5789,7 @@ void LLPipeline::findReferences(LLDrawable *drawablep) { LL_INFOS() << "In mBuildQ1" << LL_ENDL; } - if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end()) - { - LL_INFOS() << "In mBuildQ2" << LL_ENDL; - } - + S32 count; count = gObjectList.findReferences(drawablep); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 3b6a11b3789a01653b26be1b1f5c2025d0c57e0d..6b367d3d737c34b013255817535458efe31ac0ad 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -599,7 +599,6 @@ class LLPipeline RENDER_DEBUG_SCULPTED = 0x00080000, RENDER_DEBUG_AVATAR_VOLUME = 0x00100000, RENDER_DEBUG_AVATAR_JOINTS = 0x00200000, - RENDER_DEBUG_BUILD_QUEUE = 0x00400000, RENDER_DEBUG_AGENT_TARGET = 0x00800000, RENDER_DEBUG_UPDATE_TYPE = 0x01000000, RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000, @@ -821,9 +820,7 @@ class LLPipeline // Different queues of drawables being processed. // LLDrawable::drawable_list_t mBuildQ1; // priority - LLDrawable::drawable_list_t mBuildQ2; // non-priority LLSpatialGroup::sg_vector_t mGroupQ1; //priority - LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref @@ -832,7 +829,6 @@ class LLPipeline LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius - bool mGroupQ2Locked; bool mGroupQ1Locked; bool mResetVertexBuffers; //if true, clear vertex buffers on next update diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index df067d2b88d1401d8fc66c02cb602b5dc384893b..3164c3e1246da205c71f96f54635610878514a17 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2923,16 +2923,6 @@ function="World.EnvPreset" function="Advanced.ToggleInfoDisplay" parameter="triangle count" /> </menu_item_check> - <menu_item_check - label="Build Queue" - name="Build Queue"> - <menu_item_check.on_check - function="Advanced.CheckInfoDisplay" - parameter="build queue" /> - <menu_item_check.on_click - function="Advanced.ToggleInfoDisplay" - parameter="build queue" /> - </menu_item_check> <menu_item_check label="Lights" name="Lights">