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authorGraham Linden <graham@lindenlab.com>2019-01-30 08:37:07 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-30 08:37:07 -0800
commitacbc7f4cddd6ad999c2bc7690c10b85a414a8102 (patch)
tree8af15ec5456494dc71d9eba0927ca4d5abb8aeac /indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
parent38f69533780943b432edaac212475bea5fd013b6 (diff)
SL-10415, SL-10434
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index f0b038cc93..9e0079e0e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -66,7 +66,7 @@ uniform vec2 screen_res;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -78,14 +78,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = getNorm(tc);
+
+ float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);