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authorJonathan Goodman <geenz@lindenlab.com>2022-11-14 18:12:22 +0000
committerDave Parks <davep@lindenlab.com>2022-11-14 18:12:22 +0000
commit97277e74a9d966ed441e51f844f9012f55cca3dc (patch)
treeed6a5c00a5065951ff9f77bf0277fb202dff0c0e /indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
parent843a5c287e34855fb7bd4882d8d0a106e987a9f7 (diff)
Merged in SL-18332 (pull request #1194)
First pass of Screen Space Reflections Approved-by: Dave Parks
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 8dcc18080d..42a52d7908 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -38,10 +38,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -72,6 +72,7 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
+float getDepth(vec2 tc);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -137,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
@@ -148,7 +148,7 @@ void main()
discard;
}
- float envIntensity = texture2DRect(normalMap, frag.xy).z;
+ float envIntensity = texture2D(normalMap, frag.xy).z;
vec3 norm = getNorm(frag.xy);
float l_dist = -dot(lv, proj_n);
@@ -180,7 +180,7 @@ void main()
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@@ -220,7 +220,7 @@ void main()
}
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{