diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 16 | 
1 files changed, 8 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 5694ba1f7b..bea016300d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -110,9 +110,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            w = clamp(w, 0.0, 1.0); +            //w = clamp(w, 0.0, 1.0);              float contrib = pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w; -            if (contrib > 0) +            //if (contrib > 0)              {                  shadow += contrib;                  weight += w; @@ -127,9 +127,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              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; -            w = clamp(w, 0.0, 1.0); +            //w = clamp(w, 0.0, 1.0);              float contrib = pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w; -            if (contrib > 0) +            //if (contrib > 0)              {                  shadow += contrib;                  weight += w; @@ -143,9 +143,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              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; -            w = clamp(w, 0.0, 1.0); +            //w = clamp(w, 0.0, 1.0);              float contrib = pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; -            if (contrib > 0) +            //if (contrib > 0)              {                  shadow += contrib;                  weight += w; @@ -158,9 +158,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -            w = clamp(w, 0.0, 1.0); +            //w = clamp(w, 0.0, 1.0);              float contrib = pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; -            if (contrib > 0) +            //if (contrib > 0)              {                  shadow += contrib;                  weight += w; | 
