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authorGraham Linden <graham@lindenlab.com>2019-04-10 13:43:58 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-10 13:43:58 -0700
commit27184c74b4b8085e362c6e21d5d1071889476fe9 (patch)
treebdd97b8ddb168e9017c1dbcbbbf77df0502e0d23 /indra/newview/app_settings/shaders/class2
parent0b8ff3a8b22ccfdff320acba127ad631823b5644 (diff)
SL-10901
Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl9
1 files changed, 2 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d87b2560ce..6bebb79f31 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -68,7 +68,6 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -80,8 +79,6 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-vec3 nothing();
-
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
@@ -132,7 +129,7 @@ void main()
ambient = max(0.66, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(scol, final_da) * sunlit;
+ vec3 sun_contrib = scol * final_da * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
@@ -168,7 +165,7 @@ vec3 post_diffuse = col.rgb;
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = sun_contrib*scontrib*spec.rgb;
- speccol = max(speccol, vec3(0));
+ speccol = clamp(speccol, vec3(0), vec3(1));
bloom += dot (speccol, speccol) / 2;
col += speccol;
}
@@ -185,8 +182,6 @@ vec3 post_diffuse = col.rgb;
if (norm.w < 1)
{
- //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
- //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
}