diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-25 19:23:57 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-05-25 19:23:57 -0500 |
commit | a6fa155725205d1e6207abfe1112f92bbe38203d (patch) | |
tree | 3a504aca7858cf1166dd0d7119b9310447297648 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 3a2c3a45aa5db8592c75601ec1fbf43eea85ccb6 (diff) |
Make avatars use same shadow offset magic as prims.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl | 7 |
2 files changed, 8 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 1b7ae06888..3d0884bbe8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -9,10 +9,13 @@ uniform sampler2D diffuseMap; +varying vec4 post_pos; void main() { //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index cf6579a40d..3460f40657 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -11,6 +11,8 @@ mat4 getSkinnedTransform(); attribute vec4 weight; +varying vec4 post_pos; + void main() { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -30,8 +32,9 @@ void main() norm = normalize(norm); pos = gl_ProjectionMatrix * pos; - pos.z = max(pos.z, -pos.w+0.01); - gl_Position = pos; + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); gl_FrontColor = gl_Color; } |