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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl14
1 files changed, 5 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 23adbded5e..f93ed6bc6d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -24,8 +24,8 @@
*/
uniform sampler2D noiseMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform float ssao_radius;
uniform float ssao_max_radius;
@@ -38,23 +38,19 @@ uniform vec2 screen_res;
vec2 getScreenCoordinateAo(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
- {
- sc /= screen_res;
- }
return sc - vec2(1.0, 1.0);
}
float getDepthAo(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen).r;
+ float depth = texture2D(depthMap, pos_screen).r;
return depth;
}
vec4 getPositionAo(vec2 pos_screen)
{
float depth = getDepthAo(pos_screen);
- vec2 sc = getScreenCoordinateAo(pos_screen);
+ vec2 sc = (pos_screen);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
@@ -83,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
{
float ret = 1.0;
vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy;
+ vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy;
float angle_hidden = 0.0;
float points = 0;