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authorDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
commitda84f5552731e1ece3a463c4c385bb327f1048a1 (patch)
treedc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
index 0fd7b7525d..e138ae5841 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
@@ -47,8 +47,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -149,15 +149,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;