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authorGraham Linden <graham@lindenlab.com>2019-05-09 08:49:02 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-09 08:49:02 -0700
commit4fe71c1da4d16513fe6aa1fb8a2bfd801f6ede7d (patch)
tree7018e68d0730e162d122097f7973e395b47b337f /indra/newview
parentcd6044ed7a52e68e6050130ac2e9a637b8b7f339 (diff)
SL-11109
Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings. Make shadow/shadowAlphaMask use consistent varying and output. Also fixes bug with 0% and 1% transparency providing varying different visual results.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl5
4 files changed, 11 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index dd762958c4..d79d2423f1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -33,38 +33,34 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING float pos_w;
-
+VARYING vec4 post_pos;
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+uniform float minimum_alpha;
void main()
{
float alpha = diffuseLookup(vary_texcoord0.xy).a;
+ alpha *= vertex_color.a;
+
if (alpha < 0.05) // treat as totally transparent
{
discard;
}
- if (alpha < 0.88) // treat as semi-transparent
+ if (alpha < minimum_alpha) // treat as semi-transparent
{
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25)
{
discard;
}
}
- alpha *= vertex_color.a;
-
frag_color = vec4(1,1,1,1);
#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index f45c343066..b6a0f0b165 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -31,12 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING float pos_w;
-
+VARYING vec4 post_pos;
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -50,11 +45,9 @@ void main()
vec4 pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
- pos_w = pos.w;
+ post_pos = pos;
#if !defined(DEPTH_CLAMP)
- pos_zd2 = pos.z * 0.5;
-
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 22d42d38c1..1ea96918bb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -31,9 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
-#endif
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 41a89fb8b4..72bd0f0f34 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -27,20 +27,19 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
-#endif
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#if !defined(DEPTH_CLAMP)
post_pos = pos;
+#if !defined(DEPTH_CLAMP)
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
gl_Position = pos;
#endif
+
}