summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2010-05-12 03:59:01 -0500
committerDave Parks <davep@lindenlab.com>2010-05-12 03:59:01 -0500
commit6c086be01659a0d23a91bf6e3ea07bafd86c4dd7 (patch)
tree8be1aef2dad6222e0cbc848bee19a5b663c6016a /indra/newview/app_settings
parent1928970c6b4e6fc12f54b8235e5022f0a729017e (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. (transplanted from 6dcf09cd3e524016c8130a0c8af3d9fc95f2d411)
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/settings.xml6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl3
2 files changed, 4 insertions, 5 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 66a3fd9f43..ef2e447c04 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -6592,7 +6592,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>-0.0005</real>
+ <real>0.0</real>
</map>
<key>RenderSpotShadowOffset</key>
<map>
@@ -6603,7 +6603,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>-0.01</real>
+ <real>0.04</real>
</map>
<key>RenderShadowResolutionScale</key>
@@ -6739,7 +6739,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1</real>
+ <real>8</real>
</map>
<key>RenderDeferred</key>
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 70e241b53a..7423347346 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;
@@ -183,7 +182,7 @@ 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;