Merge remote-tracking branch 'upstream/master'
Conflicts: indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl indra/newview/app_settings/shaders/class1/deferred/giF.glsl indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
This commit is contained in:
@@ -34,10 +34,10 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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uniform sampler2D noiseMap;
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@@ -55,16 +55,34 @@ VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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uniform vec2 proj_shadow_res;
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uniform vec3 sun_dir;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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uniform float shadow_offset;
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uniform float spot_shadow_bias;
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uniform float spot_shadow_offset;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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@@ -133,25 +151,25 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
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return (rtn * rtn);
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias*scl;
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stc.z += shadow_bias;
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stc.x = floor(stc.x + fract(pos_screen.y*0.666666666));
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stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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}
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += spot_shadow_bias*scl;
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@@ -171,22 +189,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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return shadow*0.2;
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}
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vec4 unpack(vec2 tc)
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{
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vec4 norm = texture2DRect(normalMap, tc).xyzw;
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//#define PACK_NORMALS
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#ifdef PACK_NORMALS
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norm.xy = (norm.xy*4.0)-2.0;
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float prod = dot(norm.xy,norm.xy);
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norm.xy *= sqrt(1.0-prod*.25);
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norm.z = 1.0-prod*.5;
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#else
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norm.xyz = norm.xyz*2.0-1.0;
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#endif
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norm.w *= norm.z;
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return norm;
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}
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void main()
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{
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vec2 pos_screen = vary_fragcoord.xy;
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@@ -195,10 +197,9 @@ void main()
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vec4 pos = getPosition(pos_screen);
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vec4 nmap4 = unpack(pos_screen); // unpack norm
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float displace = nmap4.w;
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vec3 norm = nmap4.xyz;
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vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
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norm = decode_normal(norm.xy); // unpack norm
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/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
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{
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frag_color = vec4(0.0); // doesn't matter
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@@ -207,8 +208,8 @@ void main()
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float shadow = 0.0;
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float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
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vec3 shadow_pos = pos.xyz + displace*norm;
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vec3 shadow_pos = pos.xyz;
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vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
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vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
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@@ -232,8 +233,7 @@ void main()
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if (spos.z < near_split.z)
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{
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lpos = shadow_matrix[3]*spos;
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lpos.xy *= shadow_res;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
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@@ -244,8 +244,7 @@ void main()
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if (spos.z < near_split.y && spos.z > far_split.z)
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{
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lpos = shadow_matrix[2]*spos;
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lpos.xy *= shadow_res;
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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@@ -256,8 +255,7 @@ void main()
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if (spos.z < near_split.x && spos.z > far_split.y)
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{
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lpos = shadow_matrix[1]*spos;
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lpos.xy *= shadow_res;
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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@@ -268,8 +266,7 @@ void main()
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if (spos.z > far_split.x)
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{
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lpos = shadow_matrix[0]*spos;
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lpos.xy *= shadow_res;
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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@@ -307,11 +304,11 @@ void main()
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//spotlight shadow 1
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vec4 lpos = shadow_matrix[4]*spos;
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frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);
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frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
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//spotlight shadow 2
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lpos = shadow_matrix[5]*spos;
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frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);
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frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
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//frag_color.rgb = pos.xyz;
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//frag_color.b = shadow;
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