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authorAdam Moss <c@yotes.com>2012-04-21 18:51:57 +0100
committerAdam Moss <c@yotes.com>2012-04-21 18:51:57 +0100
commitab82a96f6e9eecc942aef4a10acd58ba97dfb3fe (patch)
tree1fa23a0401e3d088d8b00e6d6ee165803e9a492d
parent26df2b941e64bc62c3f822d130d7dbc0f2bfc8e4 (diff)
STORM-1819: Ternary/graded shadow support
missed a few spots: cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix'
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl8
2 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 37408329f4..db3d760359 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -108,10 +108,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs);
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 358e3a3f92..dfe108eb01 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -169,10 +169,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs);
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
}