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| author | Merov Linden <merov@lindenlab.com> | 2012-06-08 18:58:35 -0700 |
|---|---|---|
| committer | Merov Linden <merov@lindenlab.com> | 2012-06-08 18:58:35 -0700 |
| commit | 1bfdfcb7b9dd392459b012b0712237716c94a84c (patch) | |
| tree | bdc4dfb4ef49c209acbdc3e9dd633a5a8a29dbba /indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | |
| parent | ab954444154de43ee18575a3b0649d0f3045dfd8 (diff) | |
| parent | dab5ef9d881bc41bc4924102c939db25dd26e0d9 (diff) | |
Merge pull from vir/drano
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 17 |
1 files changed, 7 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index fc5959a33c..2422d73a3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 1 -- no shadow, SSAO only @@ -37,8 +39,6 @@ uniform sampler2D noiseMap; // Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; uniform float ssao_factor; @@ -49,9 +49,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform float shadow_bias; -uniform float shadow_offset; - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -128,8 +125,8 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragColor[0] = 1.0; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - gl_FragColor[2] = 1.0; - gl_FragColor[3] = 1.0; + frag_color[0] = 1.0; + frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[2] = 1.0; + frag_color[3] = 1.0; } |
