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authorDave Parks <davep@lindenlab.com>2013-05-07 18:14:29 -0500
committerDave Parks <davep@lindenlab.com>2013-05-07 18:14:29 -0500
commit21ba1e9c1e8afeb1b3cf67462f6e16ff8f6ae91a (patch)
tree21da42d36e4dbfe2463875ec94799691d31691d4 /indra/newview/app_settings/shaders/class2
parent080981ae8b14b71c5832de11fb968a31a4b5810c (diff)
parentb5ecd3865728e048be8bf394fc8d1a06a317d88f (diff)
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl13
2 files changed, 10 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1e835ae49e..fa2f415e15 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -136,11 +136,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -149,9 +147,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
- dp_directional_light = pow(dp_directional_light, 0.7);
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index a995e9cba1..847fea6c08 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -197,11 +197,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -210,9 +208,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
- dp_directional_light = pow(dp_directional_light, 0.7);
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);