diff options
author | Dave Parks <davep@lindenlab.com> | 2012-06-22 17:31:46 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2012-06-22 17:31:46 -0500 |
commit | 28ccf4190e83670af2f03015ac16db6b9c76c805 (patch) | |
tree | 865ccec0d7546a6ae73922bd30e4b605be650d40 /indra/newview | |
parent | 7929db82d1d1db8d4ce7ecbd8436c51dea106f82 (diff) |
MAINT-653 Fix for shadow acne at high altitudes
Diffstat (limited to 'indra/newview')
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) { |