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authorGraham Linden <graham@lindenlab.com>2018-08-31 16:20:30 +0100
committerGraham Linden <graham@lindenlab.com>2018-08-31 16:20:30 +0100
commit6f8f307858feaeec30e0be0ae3957022be715e4a (patch)
treef3550913d5bae8d6dd37ec2fab6ecbf668308e31 /indra/newview
parentd452fd77eff53c031c74301dd44a35edce6da95b (diff)
MAINT-8983 cut RenderShadowBias down to -0.004 to get shadows reconnected to the ground
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/pipeline.cpp3
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index d30657a30a..214b1a1965 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9055,7 +9055,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>-0.008</real>
+ <real>-0.004</real>
</map>
<key>RenderShadowOffset</key>
<map>
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c33903dff9..bfb7eb3f6a 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8378,11 +8378,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
//F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
+ F32 shadow_bias = RenderShadowBias + shadow_bias_error;
shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
- shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias+shadow_bias_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);