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authorGraham Linden <graham@lindenlab.com>2019-05-04 10:56:16 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-04 10:56:16 -0700
commita4b279444e76432ca60553aaef861d9cb1773c06 (patch)
treeb5c08370a20d6730550f2639b10810f64ef65087
parent42397056089245da248d1aae6318239e90fbf866 (diff)
SL-11080
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl37
1 files changed, 26 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 14cd805d10..5694ba1f7b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -50,11 +50,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
{
float offset = shadow_bias * bias_mul;
stc.xyz /= stc.w;
- stc.z += offset * 2.0;
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+ stc.z += offset * 3.0;
+ stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
- stc.z += offset * 2.0;
shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
@@ -112,8 +111,12 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
w = clamp(w, 0.0, 1.0);
- shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;
- weight += w;
+ float contrib = pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;
+ if (contrib > 0)
+ {
+ shadow += contrib;
+ weight += w;
+ }
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -125,8 +128,12 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
w = clamp(w, 0.0, 1.0);
- shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;
- weight += w;
+ float contrib = pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;
+ if (contrib > 0)
+ {
+ shadow += contrib;
+ weight += w;
+ }
}
if (spos.z < near_split.x && spos.z > far_split.y)
@@ -137,8 +144,12 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
w = clamp(w, 0.0, 1.0);
- shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;
- weight += w;
+ float contrib = pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;
+ if (contrib > 0)
+ {
+ shadow += contrib;
+ weight += w;
+ }
}
if (spos.z > far_split.x)
@@ -148,8 +159,12 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
w = clamp(w, 0.0, 1.0);
- shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;
- weight += w;
+ float contrib = pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;
+ if (contrib > 0)
+ {
+ shadow += contrib;
+ weight += w;
+ }
}
shadow /= weight;