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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl13
5 files changed, 20 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index a8a3d3efc1..8db4cb58cf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -58,11 +58,6 @@ uniform float shadow_bias;
uniform mat4 inv_proj;
-float mex(float a, float b)
-{
- return a;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
@@ -73,10 +68,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
return shadow*0.2;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index d8856a5f1e..33958a5010 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -71,11 +71,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float mex(float a, float b)
-{
- return a;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
@@ -86,10 +81,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
return shadow*0.2;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index f863f07e1a..ba6f3ace53 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -70,11 +70,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float mex(float a, float b)
-{
- return a;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
@@ -85,10 +80,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
return shadow*0.2;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index be11790881..37408329f4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -78,11 +78,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float mex(float a, float b)
-{
- return a;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
@@ -93,10 +88,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x,cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x;
return shadow*0.2;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 8aee76d033..358e3a3f92 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -139,11 +139,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
return min(ret, 1.0);
}
-float mex(float a, float b)
-{
- return a;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
@@ -154,10 +149,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
- shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
return shadow*0.2;
}