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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:46:26 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:46:26 +0300
commitbf1235b017b254ba989b156c73c4ce18ba4e6c23 (patch)
tree8dd5dad68be3aa5cda16938cc3bfaa70f6faad41 /indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
parent1e9e5a7b7629276d509c352699fb5891c2dc6587 (diff)
parente7eced3c87310b15ac20cc3cd470d67686104a14 (diff)
Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl28
1 files changed, 14 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index ee3a5f1f31..16cc7cfbbc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/shadowUtil.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -83,7 +83,7 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
-
+
shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
@@ -112,7 +112,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
vec4 spos = vec4(shadow_pos.xyz, 1.0);
if (spos.z > -shadow_clip.w)
- {
+ {
vec4 lpos;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
@@ -122,7 +122,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
//w = clamp(w, 0.0, 1.0);
@@ -138,7 +138,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
-
+
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;
@@ -154,7 +154,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
-
+
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;
@@ -170,7 +170,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
-
+
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
//w = clamp(w, 0.0, 1.0);
@@ -203,9 +203,9 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
vec4 spos = vec4(pos,1.0);
if (spos.z > -shadow_clip.w)
- {
+ {
vec4 lpos;
-
+
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
vec4 transition_domain = near_split-far_split;
@@ -216,7 +216,7 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
if (index == 0)
- {
+ {
lpos = shadow_matrix[4]*spos;
shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
}