diff options
author | Brad Linden <brad@lindenlab.com> | 2023-02-15 15:46:41 -0800 |
---|---|---|
committer | Brad Linden <brad@lindenlab.com> | 2023-02-15 15:46:41 -0800 |
commit | c1fdf0e277e32840e42eceb6283fabfaf3009af9 (patch) | |
tree | fb9b8d907cf8cc0fcc7de9da52d95fd2a97307f4 /indra | |
parent | 3a24197c73766e9284426a1ca12b78ae2330549c (diff) |
Fixup mac compatibility for SL-18762 shadowUtil.glsl changes
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index fffbdb913e..ee3a5f1f31 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, stc.xyz /= stc.w; stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = texture(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs * 4.0; - shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)); return clamp(shadow * 0.125, 0.0, 1.0); #else return 1.0; @@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - float cs = texture(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs; vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)); return shadow*0.2; #else return 1.0; |