diff options
author | Dave Parks <davep@lindenlab.com> | 2010-05-12 03:59:01 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2010-05-12 03:59:01 -0500 |
commit | 9950c22a5568b55ff896734185e0e1181a93fcf0 (patch) | |
tree | a8ab6b0e7f3dd751962d7b36c351924f7e802de3 /indra/newview/app_settings | |
parent | 45aa68fde1fd8c89fa5e7766e1f50b14a577638f (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')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 3 |
2 files changed, 4 insertions, 5 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 623f0f3b01..4c72b03b2e 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -6604,7 +6604,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>-0.0005</real> + <real>0.0</real> </map> <key>RenderSpotShadowOffset</key> <map> @@ -6615,7 +6615,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>-0.01</real> + <real>0.04</real> </map> <key>RenderShadowResolutionScale</key> @@ -6751,7 +6751,7 @@ <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 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; |