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authorGraham Linden <graham@lindenlab.com>2018-12-19 14:59:19 -0800
committerGraham Linden <graham@lindenlab.com>2018-12-19 14:59:19 -0800
commit07bff3129adaabb90f09b71fa65c8be0c3ecef5d (patch)
treef807675a310273551dcb325227f4f7b41dfa7528 /indra/newview/app_settings/shaders/class1/deferred
parent0b357e457b8abac6cd0154bcd5001ac6c2b184bf (diff)
Add new shaders for advanced atmo SH env lighting calcs.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl9
1 files changed, 1 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index fef1c5a584..380d382020 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -50,14 +50,7 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
+float getDepth(vec2 pos_screen);
float calc_cof(float depth)
{