diff options
author | Adam Moss <c@yotes.com> | 2012-04-21 18:33:07 +0100 |
---|---|---|
committer | Adam Moss <c@yotes.com> | 2012-04-21 18:33:07 +0100 |
commit | 442c5cf339ddffb10db9f819704bf77ad941bc28 (patch) | |
tree | 0ee758e66bcc5ebdec7fa1739ec8b981f1e92240 /indra/newview | |
parent | 03442801bd8018318efb4a4e763dc8969fd11ed7 (diff) |
STORM-1819: Ternary/graded shadow support
a bunch of trivial clean-ups and commentary.
Diffstat (limited to 'indra/newview')
7 files changed, 8 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 07d5b08191..6269a051f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,18 +29,13 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform mat4 modelview_projection_matrix; - uniform float minimum_alpha; uniform sampler2D diffuseMap; -//flat VARYING int foo; VARYING float pos_zd2; VARYING float pos_w; VARYING float target_pos_x; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 6397a5c461..c1f2d90712 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -34,9 +34,6 @@ ATTRIBUTE vec2 texcoord0; VARYING float pos_zd2; VARYING float pos_w; VARYING float target_pos_x; -//flat VARYING int foo; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -47,11 +44,9 @@ void main() //transform vertex vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; - //post_pos = pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; pos_w = pos.w; pos_zd2 = pos.z * 0.5; - //foo = int(posxw.x); gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 70a5912258..a8a3d3efc1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -68,8 +68,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 5fc4fd72ef..d8856a5f1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -81,8 +81,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 785d50b853..f863f07e1a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -80,8 +80,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) stc.xyz /= stc.w; stc.z += shadow_bias; - //stc.x = floor(stc.x + fract(stc.y) * 1.5); - stc.x = floor(stc.x + fract(stc.y*12345)); + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index b0034addb5..be11790881 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -88,20 +88,11 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr stc.xyz /= stc.w; stc.z += shadow_bias*scl; - ////stc.x = floor(stc.x + fract(stc.y*12345)); - //stc.x = floor(stc.x + fract(stc.y)); - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); - - //stc.x = floor(stc.x); - //stc.y = floor(stc.y); - - //stc.x += 0.5; + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - //return shadow; - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs); shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs); shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 22a1a5b45a..e098aa244b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -425,8 +425,6 @@ LLPipeline::LLPipeline() : mLightingDetail(0), mScreenWidth(0), mScreenHeight(0) - // mSunShadowMapWidth(0), - // mSpotShadowMapWidth(0) { mNoiseMap = 0; mTrueNoiseMap = 0; @@ -851,10 +849,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 0) { //allocate 4 sun shadow maps - U32 mSunShadowMapWidth = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur + U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur for (U32 i = 0; i < 4; i++) { - if (!mShadow[i].allocate(mSunShadowMapWidth,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; + if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -863,7 +861,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mShadow[i].release(); } - //mSunShadowMapWidth = 0; } U32 width = nhpo2(U32(resX*scale))/2; @@ -871,10 +868,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 1) { //allocate two spot shadow maps - U32 mSpotShadowMapWidth = width; + U32 spot_shadow_map_width = width; for (U32 i = 4; i < 6; i++) { - if (!mShadow[i].allocate(mSpotShadowMapWidth, height, 0, TRUE, FALSE)) return false; + if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false; } } else @@ -883,7 +880,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mShadow[i].release(); } - //mSpotShadowMapWidth = 0; } // don't disable shaders on next session @@ -8394,7 +8390,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowAlphaMaskProgram.bind(); gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f); gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - // llwarns << "target_width is " << target_width << llendl; U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | |