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authorCosmic Linden <cosmic@lindenlab.com>2022-10-13 17:10:09 -0700
committerCosmic Linden <cosmic@lindenlab.com>2022-10-13 17:10:09 -0700
commit239dc764e66b3cfeb165a304e64f3f5ad756c3e5 (patch)
tree0fc33cb43777cabae9dd1bb9f2fd7799fbbfc081 /indra/newview
parent982e2bcbeaa3a56a884ecb168dc655dc6413465c (diff)
SL-18340: Consistently use HAS_SUN_SHADOW for shader permutation
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl4
-rw-r--r--indra/newview/llviewershadermgr.cpp10
4 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index b3880ab178..d0d76fd0cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -46,7 +46,7 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform float near_clip;
#endif
@@ -85,7 +85,7 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index b3f15f81f1..be605b6e60 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
@@ -188,7 +188,7 @@ void main()
float shadow = 1.0f;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index f5c36be897..b39f834e41 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -44,7 +44,7 @@ uniform vec3 moon_dir;
out vec4 frag_color;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
@@ -186,7 +186,7 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e7dbdf2bea..3517bbe49a 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1632,7 +1632,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -1945,7 +1945,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->addPermutation("USE_INDEXED_TEX", "1");
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -2029,7 +2029,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
@@ -2095,7 +2095,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
if (use_sun_shadow)
{
- shader[i]->addPermutation("HAS_SHADOW", "1");
+ shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -2671,7 +2671,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
if (use_sun_shadow)
{
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)