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authorDave Parks <davep@lindenlab.com>2010-05-12 03:59:01 -0500
committerDave Parks <davep@lindenlab.com>2010-05-12 03:59:01 -0500
commit9950c22a5568b55ff896734185e0e1181a93fcf0 (patch)
treea8ab6b0e7f3dd751962d7b36c351924f7e802de3 /indra/newview/app_settings/shaders
parent45aa68fde1fd8c89fa5e7766e1f50b14a577638f (diff)
Fix for fullbright bump not working in deferred render.
Fix for shadow artifacts around split frusta. Tweak for shadow aliasing with projectors. Fix for crash on exit in mesh thread.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 413835515a..794c4d2761 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -77,7 +77,6 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
- stc.z += spot_shadow_offset;
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
@@ -182,7 +181,7 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = 1.0;
- spos = vec4(shadow_pos, 1.0);
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;