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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl68
1 files changed, 22 insertions, 46 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index a91e9fa15b..171a0e76f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -1,21 +1,17 @@
/**
* @file alphaF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
-uniform sampler2DRect positionMap;
+uniform sampler2DRect depthMap;
-uniform mat4 shadow_matrix[4];
+uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
@@ -26,63 +22,43 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
+varying vec3 vary_light;
-uniform float alpha_soften;
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = texture2DRect(positionMap, frag).xyz;
+ vec3 samp_pos = getPosition(frag).xyz;
- float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
- if (pos.z > -shadow_clip.w)
- {
- if (pos.z < -shadow_clip.z)
- {
- vec4 lpos = shadow_matrix[3]*pos;
- shadow = shadow2DProj(shadowMap3, lpos).x;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (pos.z < -shadow_clip.y)
- {
- vec4 lpos = shadow_matrix[2]*pos;
- shadow = shadow2DProj(shadowMap2, lpos).x;
- }
- else if (pos.z < -shadow_clip.x)
- {
- vec4 lpos = shadow_matrix[1]*pos;
- shadow = shadow2DProj(shadowMap1, lpos).x;
- }
- else
- {
- vec4 lpos = shadow_matrix[0]*pos;
- shadow = shadow2DProj(shadowMap0, lpos).x;
- }
- }
-
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- if (samp_pos.z != 0.0)
- {
- float dist_factor = alpha_soften;
- float a = gl_Color.a;
- a *= a;
- dist_factor *= 1.0/(1.0-a);
- color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
- }
-
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);
+ //gl_FragColor = vec4(1,0,1,1)*shadow;
}