diff options
author | Dave Parks <davep@lindenlab.com> | 2013-04-22 13:59:25 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-04-22 13:59:25 -0500 |
commit | 3d7c1000625af4089476d14d1a8110842a23a104 (patch) | |
tree | d8e98d889bc0a00bf8225e345163f757919e562a /indra/newview | |
parent | 6881b01ea9f652507cb5dfc5da70458ca80c6d52 (diff) |
NORSPEC-141 Back out a change that seems to cause shadow artifacts on rigged attachments.
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 26 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 1 |
2 files changed, 10 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index ff30560adc..2745d5fd95 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -30,24 +30,18 @@ uniform mat4 matrixPalette[64]; mat4 getObjectSkinnedTransform() { + int i; - float w0 = fract(weight4.x); - float w1 = fract(weight4.y); - float w2 = fract(weight4.z); - float w3 = fract(weight4.w); - - int i0 = int(floor(weight4.x)); - int i1 = int(floor(weight4.y)); - int i2 = int(floor(weight4.z)); - int i3 = int(floor(weight4.w)); - - //float scale = 1.0/(w.x+w.y+w.z+w.w); - //w *= scale; + vec4 w = fract(weight4); + vec4 index = floor(weight4); + + float scale = 1.0/(w.x+w.y+w.z+w.w); + w *= scale; - mat4 mat = matrixPalette[i0]*w0; - mat += matrixPalette[i1]*w1; - mat += matrixPalette[i2]*w2; - mat += matrixPalette[i3]*w3; + mat4 mat = matrixPalette[int(index.x)]*w.x; + mat += matrixPalette[int(index.y)]*w.y; + mat += matrixPalette[int(index.z)]*w.z; + mat += matrixPalette[int(index.w)]*w.w; return mat; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ca5adc6180..a2f57c5720 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -10040,7 +10040,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { static LLCullResult result[4]; - //LLGLEnable enable(GL_DEPTH_CLAMP_NV); renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); } |