diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-10 13:43:58 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-10 13:43:58 -0700 | 
| commit | 27184c74b4b8085e362c6e21d5d1071889476fe9 (patch) | |
| tree | bdd97b8ddb168e9017c1dbcbbbf77df0502e0d23 /indra/newview/app_settings/shaders/class2 | |
| parent | 0b8ff3a8b22ccfdff320acba127ad631823b5644 (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.glsl | 9 | 
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);          } | 
