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authorGraham Linden <graham@lindenlab.com>2019-04-19 08:01:28 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-19 08:01:28 -0700
commitea9c8e4325b1f3629b57c36208c7669e1f028c10 (patch)
tree49621cad2672638ba80c7ee3004a0723c9d43cd0
parent3dd5942776a8e3755fa75e01661b343972affbf9 (diff)
SL-10996, SL-10997, SL-10970
Revert fix for 10901 because knock-on is causing other issues.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 0a714f0013..84032f7ff7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -49,7 +49,7 @@ uniform int sun_up_factor;
float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias * bias_mul * 16.0;
+ stc.z += shadow_bias * bias_mul * 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
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
@@ -78,6 +78,7 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
}
+
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{
float shadow = 0.0f;