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authorDave Parks <davep@lindenlab.com>2011-02-10 18:39:22 -0600
committerDave Parks <davep@lindenlab.com>2011-02-10 18:39:22 -0600
commit536e90a2fa037cd669bbdba7be9afb67e394c812 (patch)
tree0b7f471e4bb035a6b645a82c6e8f7a7bdd97738a
parent7a43bd5d9de75215a2015c0d232113747c3ad604 (diff)
parent2111bb8eff0469647028a5a8102ee5201321ac10 (diff)
merge
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl10
-rw-r--r--indra/newview/llviewershadermgr.cpp7
2 files changed, 10 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 0fb26bd9a1..29340c7e9f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -270,14 +270,10 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, 1.0);
vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
col *= diffuse.rgb;
@@ -287,7 +283,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
/*
// screen-space cheap fakey reflection map
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 7c84357de8..a9462c9d50 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1149,7 +1149,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //if using SSAO, take screen space light map into account as if shadows are enabled
+ gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
+ }
+
success = gDeferredSoftenProgram.createShader(NULL, NULL);
}