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authorGraham Linden <graham@lindenlab.com>2019-05-07 16:42:38 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-07 16:42:38 -0700
commit06097302f4ad8786913e77514d5d60678da3160d (patch)
tree2439b8957cd8ddf169dc3274ab178f7da5749b09
parent989de25f189276d586d5c7077e505bc697fe4112 (diff)
SL-11108
Remove tweaks to combine cascade results.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 5694ba1f7b..bea016300d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -110,9 +110,9 @@ 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);
+ //w = clamp(w, 0.0, 1.0);
float contrib = pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;
- if (contrib > 0)
+ //if (contrib > 0)
{
shadow += contrib;
weight += w;
@@ -127,9 +127,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
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);
+ //w = clamp(w, 0.0, 1.0);
float contrib = pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;
- if (contrib > 0)
+ //if (contrib > 0)
{
shadow += contrib;
weight += w;
@@ -143,9 +143,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
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);
+ //w = clamp(w, 0.0, 1.0);
float contrib = pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;
- if (contrib > 0)
+ //if (contrib > 0)
{
shadow += contrib;
weight += w;
@@ -158,9 +158,9 @@ 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);
+ //w = clamp(w, 0.0, 1.0);
float contrib = pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;
- if (contrib > 0)
+ //if (contrib > 0)
{
shadow += contrib;
weight += w;