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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl37
1 files changed, 18 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 2a811c5897..f53e15c6cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,21 +1,16 @@
/**
* @file fullbrightF.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 sampler2DRect depthMap;
uniform sampler2D noiseMap;
-uniform sampler2DRect positionMap;
-uniform mat4 shadow_matrix[4];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
@@ -28,14 +23,27 @@ varying vec4 vary_position;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
-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 = vary_position;
@@ -46,15 +54,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(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);