summaryrefslogtreecommitdiff
path: root/indra/newview
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2012-06-22 17:31:46 -0500
committerDave Parks <davep@lindenlab.com>2012-06-22 17:31:46 -0500
commit28ccf4190e83670af2f03015ac16db6b9c76c805 (patch)
tree865ccec0d7546a6ae73922bd30e4b605be650d40 /indra/newview
parent7929db82d1d1db8d4ce7ecbd8436c51dea106f82 (diff)
MAINT-653 Fix for shadow acne at high altitudes
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl49
-rw-r--r--indra/newview/pipeline.cpp21
7 files changed, 112 insertions, 117 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index b7b040f98b..ea54f4b881 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8068,7 +8068,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0</real>
+ <real>-0.007</real>
</map>
<key>RenderShadowOffsetError</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 08f6ec63fe..99bf03ceca 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -34,10 +34,10 @@ out vec4 frag_color;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -58,18 +58,21 @@ uniform float shadow_bias;
uniform mat4 inv_proj;
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+
+ vec2 off = scl/shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
}
@@ -97,8 +100,7 @@ void main()
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
@@ -109,8 +111,7 @@ void main()
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
@@ -121,8 +122,7 @@ void main()
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
@@ -133,8 +133,7 @@ void main()
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index aae6a070e2..4f6a88961b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -31,17 +31,16 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
-uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -54,6 +53,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
+uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -71,18 +71,20 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
-
+
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
+
+ vec2 off = scl/shadow_res;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
}
@@ -110,8 +112,7 @@ void main()
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
@@ -122,8 +123,7 @@ void main()
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
@@ -134,8 +134,7 @@ void main()
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
@@ -146,8 +145,7 @@ void main()
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index d6848c8dc1..90cd0f8602 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -33,17 +33,16 @@ out vec4 frag_color;
uniform float minimum_alpha;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
-uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -55,6 +54,8 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
+uniform vec2 shadow_res;
+
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -72,18 +73,20 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+ vec2 off = scl/shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
}
@@ -118,8 +121,7 @@ void main()
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
@@ -130,8 +132,7 @@ void main()
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
@@ -142,8 +143,7 @@ void main()
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
@@ -154,8 +154,7 @@ void main()
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 8c4ccf9cb3..219ae687d5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -35,10 +35,10 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
@@ -55,10 +55,10 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
+uniform vec2 shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -78,29 +78,32 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ stc.z += shadow_bias;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+
+ vec2 off = 1.5/shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
-
+
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -162,8 +165,7 @@ void main()
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
@@ -174,8 +176,7 @@ void main()
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
@@ -186,7 +187,6 @@ void main()
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
@@ -198,7 +198,6 @@ void main()
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
@@ -237,11 +236,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 02075a7687..f6b009577a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -34,10 +34,10 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
@@ -55,10 +55,11 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
+uniform vec2 shadow_res;
+
uniform float shadow_bias;
uniform float shadow_offset;
@@ -139,29 +140,31 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
return min(ret, 1.0);
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ stc.z += shadow_bias;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+ vec2 off = 1.5/shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
-
+
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -223,8 +226,7 @@ void main()
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
@@ -235,8 +237,7 @@ void main()
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
@@ -247,8 +248,7 @@ void main()
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
@@ -259,8 +259,7 @@ void main()
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
-
+
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
@@ -298,11 +297,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a8dd6cf908..4ad0497954 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -885,7 +885,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
{
- if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+ if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
}
}
else
@@ -7278,7 +7278,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
for (U32 i = 0; i < 4; i++)
{
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
stop_glerror();
if (channel > -1)
{
@@ -7288,8 +7288,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
stop_glerror();
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
stop_glerror();
}
}
@@ -7369,13 +7369,13 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
matrix_nondiag, matrix_nondiag, matrix_diag};
shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
- F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ //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;
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_OFFSET, RenderShadowOffset); //*shadow_offset_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias+shadow_bias_error);
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
@@ -8099,9 +8099,9 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
for (U32 i = 0; i < 4; i++)
{
- if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
{
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
}
@@ -8517,6 +8517,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.setColorMask(false, false);
LLFastTimer ftm(FTM_SHADOW_SIMPLE);
+
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
{