diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index e4b7fb7c0..fe63bc0c5 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -610,6 +610,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup("#define ATTRIBUTE attribute\n"); text[count++] = strdup("#define VARYING varying\n"); text[count++] = strdup("#define VARYING_FLAT varying\n"); + // Need to enable extensions here instead of in the shader files, + // before any non-preprocessor directives (per spec) + text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n"); + text[count++] = strdup("#extension GL_ARB_shader_texture_lod : enable\n"); } else if (minor_version <= 29) { @@ -620,6 +624,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup("#define ATTRIBUTE attribute\n"); text[count++] = strdup("#define VARYING varying\n"); text[count++] = strdup("#define VARYING_FLAT varying\n"); + // Need to enable extensions here instead of in the shader files, + // before any non-preprocessor directives (per spec) + text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n"); + text[count++] = strdup("#extension GL_ARB_shader_texture_lod : enable\n"); } } else @@ -628,6 +636,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade { //set version to 1.30 text[count++] = strdup("#version 130\n"); + // Need to enable extensions here instead of in the shader files, + // before any non-preprocessor directives (per spec) + text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n"); + text[count++] = strdup("#extension GL_ARB_shader_texture_lod : enable\n"); + //some implementations of GLSL 1.30 require integer precision be explicitly declared text[count++] = strdup("precision mediump int;\n"); @@ -636,7 +649,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade else { //set version to 400 text[count++] = strdup("#version 400\n"); + // Need to enable extensions here instead of in the shader files, + // before any non-preprocessor directives (per spec) + text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n"); + text[count++] = strdup("#extension GL_ARB_shader_texture_lod : enable\n"); } + text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n"); text[count++] = strdup("#define FXAA_GLSL_130 1\n"); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index cfc9d7c0d..35362cabb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #define INDEXED 1 #define NON_INDEXED 2 diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index c329bcde6..369a014fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index ccbc3c557..bf04caba5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index a425e5062..9ddeae18d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index ed02c4a48..848f52b9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR 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 58c18b4d9..167c2ae73 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index edc6ff049..f351ec276 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -22,8 +22,6 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index a2b4b3b8c..13409832a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable +//#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -34,7 +34,7 @@ out vec4 frag_color; #define FXAA_PC 1 //#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 +#define FXAA_QUALITY_M_PRESET 12 /*============================================================================ @@ -67,7 +67,7 @@ Example, #define FXAA_PC 1 #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 + #define FXAA_QUALITY_M_PRESET 12 Or, @@ -366,7 +366,7 @@ A. Or use FXAA_GREEN_AS_LUMA. /*============================================================================ FXAA CONSOLE PS3 - TUNING KNOBS ============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS +#ifndef FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS // // Consoles the sharpness of edges on PS3 only. // Non-PS3 tuning is done with shader input. @@ -380,17 +380,17 @@ A. Or use FXAA_GREEN_AS_LUMA. // 2.0 is really soft (good for vector graphics inputs) // #if 1 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 8.0 #endif #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 4.0 #endif #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 2.0 #endif #endif /*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD +#ifndef FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD // // Only effects PS3. // Non-PS3 tuning is done with shader input. @@ -408,9 +408,9 @@ A. Or use FXAA_GREEN_AS_LUMA. // 0.25 leaves more aliasing, and is sharper // #if 1 - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.125 #else - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.25 #endif #endif @@ -419,7 +419,7 @@ A. Or use FXAA_GREEN_AS_LUMA. ------------------------------------------------------------------------------ NOTE the other tuning knobs are now in the shader function inputs! ============================================================================*/ -#ifndef FXAA_QUALITY__PRESET +#ifndef FXAA_QUALITY_M_PRESET // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. @@ -440,7 +440,7 @@ NOTE the other tuning knobs are now in the shader function inputs! // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style // - #define FXAA_QUALITY__PRESET 12 + #define FXAA_QUALITY_M_PRESET 12 #endif @@ -453,198 +453,198 @@ NOTE the other tuning knobs are now in the shader function inputs! /*============================================================================ FXAA QUALITY - MEDIUM DITHER PRESETS ============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 3.0 - #define FXAA_QUALITY__P2 12.0 +#if (FXAA_QUALITY_M_PRESET == 10) + #define FXAA_QUALITY_M_PS 3 + #define FXAA_QUALITY_M_P0 1.5 + #define FXAA_QUALITY_M_P1 3.0 + #define FXAA_QUALITY_M_P2 12.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 3.0 - #define FXAA_QUALITY__P3 12.0 +#if (FXAA_QUALITY_M_PRESET == 11) + #define FXAA_QUALITY_M_PS 4 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 3.0 + #define FXAA_QUALITY_M_P3 12.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 4.0 - #define FXAA_QUALITY__P4 12.0 +#if (FXAA_QUALITY_M_PRESET == 12) + #define FXAA_QUALITY_M_PS 5 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 4.0 + #define FXAA_QUALITY_M_P4 12.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 4.0 - #define FXAA_QUALITY__P5 12.0 +#if (FXAA_QUALITY_M_PRESET == 13) + #define FXAA_QUALITY_M_PS 6 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 4.0 + #define FXAA_QUALITY_M_P5 12.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 4.0 - #define FXAA_QUALITY__P6 12.0 +#if (FXAA_QUALITY_M_PRESET == 14) + #define FXAA_QUALITY_M_PS 7 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 4.0 + #define FXAA_QUALITY_M_P6 12.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 12.0 +#if (FXAA_QUALITY_M_PRESET == 15) + #define FXAA_QUALITY_M_PS 8 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 4.0 + #define FXAA_QUALITY_M_P7 12.0 #endif /*============================================================================ FXAA QUALITY - LOW DITHER PRESETS ============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 2.0 - #define FXAA_QUALITY__P2 8.0 +#if (FXAA_QUALITY_M_PRESET == 20) + #define FXAA_QUALITY_M_PS 3 + #define FXAA_QUALITY_M_P0 1.5 + #define FXAA_QUALITY_M_P1 2.0 + #define FXAA_QUALITY_M_P2 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 8.0 +#if (FXAA_QUALITY_M_PRESET == 21) + #define FXAA_QUALITY_M_PS 4 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 8.0 +#if (FXAA_QUALITY_M_PRESET == 22) + #define FXAA_QUALITY_M_PS 5 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 8.0 +#if (FXAA_QUALITY_M_PRESET == 23) + #define FXAA_QUALITY_M_PS 6 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 3.0 - #define FXAA_QUALITY__P6 8.0 +#if (FXAA_QUALITY_M_PRESET == 24) + #define FXAA_QUALITY_M_PS 7 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 3.0 + #define FXAA_QUALITY_M_P6 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 8.0 +#if (FXAA_QUALITY_M_PRESET == 25) + #define FXAA_QUALITY_M_PS 8 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 4.0 + #define FXAA_QUALITY_M_P7 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) - #define FXAA_QUALITY__PS 9 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 4.0 - #define FXAA_QUALITY__P8 8.0 +#if (FXAA_QUALITY_M_PRESET == 26) + #define FXAA_QUALITY_M_PS 9 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 2.0 + #define FXAA_QUALITY_M_P7 4.0 + #define FXAA_QUALITY_M_P8 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) - #define FXAA_QUALITY__PS 10 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 4.0 - #define FXAA_QUALITY__P9 8.0 +#if (FXAA_QUALITY_M_PRESET == 27) + #define FXAA_QUALITY_M_PS 10 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 2.0 + #define FXAA_QUALITY_M_P7 2.0 + #define FXAA_QUALITY_M_P8 4.0 + #define FXAA_QUALITY_M_P9 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) - #define FXAA_QUALITY__PS 11 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 4.0 - #define FXAA_QUALITY__P10 8.0 +#if (FXAA_QUALITY_M_PRESET == 28) + #define FXAA_QUALITY_M_PS 11 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 2.0 + #define FXAA_QUALITY_M_P7 2.0 + #define FXAA_QUALITY_M_P8 2.0 + #define FXAA_QUALITY_M_P9 4.0 + #define FXAA_QUALITY_M_P10 8.0 #endif /*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 +#if (FXAA_QUALITY_M_PRESET == 29) + #define FXAA_QUALITY_M_PS 12 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.5 + #define FXAA_QUALITY_M_P2 2.0 + #define FXAA_QUALITY_M_P3 2.0 + #define FXAA_QUALITY_M_P4 2.0 + #define FXAA_QUALITY_M_P5 2.0 + #define FXAA_QUALITY_M_P6 2.0 + #define FXAA_QUALITY_M_P7 2.0 + #define FXAA_QUALITY_M_P8 2.0 + #define FXAA_QUALITY_M_P9 2.0 + #define FXAA_QUALITY_M_P10 4.0 + #define FXAA_QUALITY_M_P11 8.0 #endif /*============================================================================ FXAA QUALITY - EXTREME QUALITY ============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.0 - #define FXAA_QUALITY__P2 1.0 - #define FXAA_QUALITY__P3 1.0 - #define FXAA_QUALITY__P4 1.0 - #define FXAA_QUALITY__P5 1.5 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 +#if (FXAA_QUALITY_M_PRESET == 39) + #define FXAA_QUALITY_M_PS 12 + #define FXAA_QUALITY_M_P0 1.0 + #define FXAA_QUALITY_M_P1 1.0 + #define FXAA_QUALITY_M_P2 1.0 + #define FXAA_QUALITY_M_P3 1.0 + #define FXAA_QUALITY_M_P4 1.0 + #define FXAA_QUALITY_M_P5 1.5 + #define FXAA_QUALITY_M_P6 2.0 + #define FXAA_QUALITY_M_P7 2.0 + #define FXAA_QUALITY_M_P8 2.0 + #define FXAA_QUALITY_M_P9 2.0 + #define FXAA_QUALITY_M_P10 4.0 + #define FXAA_QUALITY_M_P11 8.0 #endif @@ -869,7 +869,7 @@ FxaaFloat4 FxaaPixelShader( // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Use FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS for PS3. // Due to the PS3 being ALU bound, // there are only three safe values here: 2 and 4 and 8. // These options use the shaders ability to a free *|/ by 2|4|8. @@ -883,7 +883,7 @@ FxaaFloat4 FxaaPixelShader( // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Use FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD for PS3. // Due to the PS3 being ALU bound, // there are only two safe values here: 1/4 and 1/8. // These options use the shaders ability to a free *|/ by 2|4|8. @@ -1041,11 +1041,11 @@ FxaaFloat4 FxaaPixelShader( if( horzSpan) posB.y += lengthSign * 0.5; /*--------------------------------------------------------------------------*/ FxaaFloat2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + posN.x = posB.x - offNP.x * FXAA_QUALITY_M_P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY_M_P0; FxaaFloat2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + posP.x = posB.x + offNP.x * FXAA_QUALITY_M_P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY_M_P0; FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); FxaaFloat subpixE = subpixC * subpixC; @@ -1061,11 +1061,11 @@ FxaaFloat4 FxaaPixelShader( lumaEndP -= lumaNN * 0.5; FxaaBool doneN = abs(lumaEndN) >= gradientScaled; FxaaBool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P1; FxaaBool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P1; /*--------------------------------------------------------------------------*/ if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); @@ -1074,13 +1074,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P2; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P2; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 3) + #if (FXAA_QUALITY_M_PS > 3) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1088,13 +1088,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P3; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P3; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 4) + #if (FXAA_QUALITY_M_PS > 4) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1102,13 +1102,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P4; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P4; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 5) + #if (FXAA_QUALITY_M_PS > 5) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1116,13 +1116,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P5; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P5; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 6) + #if (FXAA_QUALITY_M_PS > 6) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1130,13 +1130,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P6; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P6; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 7) + #if (FXAA_QUALITY_M_PS > 7) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1144,13 +1144,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P7; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P7; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 8) + #if (FXAA_QUALITY_M_PS > 8) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1158,13 +1158,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P8; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P8; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 9) + #if (FXAA_QUALITY_M_PS > 9) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1172,13 +1172,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P9; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P9; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 10) + #if (FXAA_QUALITY_M_PS > 10) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1186,13 +1186,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P10; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P10; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 11) + #if (FXAA_QUALITY_M_PS > 11) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1200,13 +1200,13 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P11; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P11; /*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 12) + #if (FXAA_QUALITY_M_PS > 12) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); @@ -1214,11 +1214,11 @@ FxaaFloat4 FxaaPixelShader( if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P12; doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; + if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P12; /*--------------------------------------------------------------------------*/ } #endif @@ -1291,9 +1291,9 @@ FxaaFloat4 FxaaPixelShader( ------------------------------------------------------------------------------ Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 + #define FXAA_QUALITY_M_PRESET 10 Or - #define FXAA_QUALITY__PRESET 20 + #define FXAA_QUALITY_M_PRESET 20 Either are higher qualilty and almost as fast as this on modern PC GPUs. ============================================================================*/ #if (FXAA_PC_CONSOLE == 1) @@ -1704,7 +1704,7 @@ half4 FxaaPixelShader( // (5) half4 dir1_pos; dir1_pos.xy = normalize(dir.xyz).xz; - half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS); /*--------------------------------------------------------------------------*/ // (6) half4 dir2_pos; @@ -2019,7 +2019,7 @@ half4 FxaaPixelShader( // (6) half4 dir1_pos; dir1_pos.xy = normalize(dir).xz; - half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS); /*--------------------------------------------------------------------------*/ // (7) half4 dir2_pos; @@ -2061,7 +2061,7 @@ half4 FxaaPixelShader( temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); half4 rgby2; rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD; /*--------------------------------------------------------------------------*/ // (12) rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 236567219..d45d41f8e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 0e6ab80d4..2e01174e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -31,8 +31,8 @@ out vec4 frag_color; //class 1 -- no shadows -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable +//#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_shader_texture_lod : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 62cfa5c31..1291cfe97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 106d48bd7..4d6cfa487 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index bf362e21a..46ab281fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 126f17fab..690744352 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index eb5beeef3..b4e2ecfcc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 430bad84a..7e149fae8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable +//#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 5ca817aff..bc7837291 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -25,7 +25,7 @@ //class 1, no shadow, no SSAO, should never be called -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 730f01117..a1ae08bb6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -23,7 +23,7 @@ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 4b758772a..4f4d2cd6b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; diff --git a/indra/newview/app_settings/shaders/class1/effects/MotionBlurF.glsl b/indra/newview/app_settings/shaders/class1/effects/MotionBlurF.glsl index efa1265a1..f2b4900b4 100644 --- a/indra/newview/app_settings/shaders/class1/effects/MotionBlurF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/MotionBlurF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl b/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl index 0f8b2f8f2..fe983c258 100644 --- a/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/VignetteF.glsl b/indra/newview/app_settings/shaders/class1/effects/VignetteF.glsl index ad989e1a0..f3a6f4324 100644 --- a/indra/newview/app_settings/shaders/class1/effects/VignetteF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/VignetteF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl index 6acd277bb..8a948b119 100644 --- a/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl b/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl index 6c56e2108..db12800a3 100644 --- a/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl @@ -1,4 +1,4 @@ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 0f5eb288f..4f3690383 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl index 6257c4e9b..998d8eb18 100644 --- a/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl index 942c5888e..e7a59af2f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index ed803de27..891b971f1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -29,7 +29,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable uniform sampler2D glowMap; uniform sampler2DRect screenMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 59520bb99..147de39c4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index 772bb374e..2e47c0023 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index ac5b7d676..fdb10b151 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable +//#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 08c235e2b..bcb66dc4c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 7689b72d2..09881d9d7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable +//#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 0bdb21c31..043859894 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 9616da637..2be812200 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable +//#extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/linux_tools/wrapper.sh b/indra/newview/linux_tools/wrapper.sh index 6bd4acf33..9dd8caf36 100755 --- a/indra/newview/linux_tools/wrapper.sh +++ b/indra/newview/linux_tools/wrapper.sh @@ -77,7 +77,9 @@ fi export SDL_VIDEO_X11_DGAMOUSE=0 ## - Works around a problem with misconfigured 64-bit systems not finding GL -export LIBGL_DRIVERS_PATH="${LIBGL_DRIVERS_PATH}":/usr/lib64/dri:/usr/lib32/dri:/usr/lib/dri +# This is less needed nowadays; don't uncomment this unless LibGL can't find your +# drivers automatically. +#export LIBGL_DRIVERS_PATH="${LIBGL_DRIVERS_PATH}":/usr/lib64/dri:/usr/lib32/dri:/usr/lib/dri ## - The 'scim' GTK IM module widely crashes the viewer. Avoid it. if [ "$GTK_IM_MODULE" = "scim" ]; then