diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
commit | 9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch) | |
tree | 51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/newview/app_settings/shaders/class2 | |
parent | 0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff) |
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 30 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index c6f0ea2a5d..d0f9101774 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -112,6 +112,17 @@ void main() ivec2 itc = ivec2(frag.xy); + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -120,17 +131,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -239,6 +239,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 71482d0c7b..cb09fe9895 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -13,7 +13,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2DMS depthMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; @@ -257,7 +257,8 @@ void main() vec3 fcol = vec3(0,0,0); - float amb = 0; + vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; + float ambocc = scol_ambocc.g; for (int i = 0; i < samples; ++i) { @@ -271,9 +272,9 @@ void main() vec4 diffuse = texelFetch(diffuseRect, itc, i); vec4 spec = texelFetch(specularRect, itc, i); - vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; + float amb = 0; + float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; amb += ambocc; calcAtmospherics(pos.xyz, ambocc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 099a45718a..8d6ffd79c5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -113,6 +113,17 @@ void main() vec3 fcol = vec3(0,0,0); int wght = 0; + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag.xy); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -121,17 +132,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm |