diff options
8 files changed, 113 insertions, 118 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index bf917d4474..e828b7c4e8 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -643,7 +643,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		text[count++] = strdup("#define textureCube texture\n");  		text[count++] = strdup("#define texture2DLod textureLod\n");  		text[count++] = strdup("#define	shadow2D(a,b) vec2(texture(a,b))\n"); - +		  		if (major_version > 1 || minor_version >= 40)  		{ //GLSL 1.40 replaces texture2DRect et al with texture  			text[count++] = strdup("#define texture2DRect texture\n"); 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)  		{ | 
