summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl40
1 files changed, 3 insertions, 37 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 2d2d00cb51..642aff6c41 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -46,52 +46,18 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform int sun_up_factor;
-const float sample_count = 5;
-
-float cGoldenAngle = 2.39996323f;
-
float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias * bias_mul * 4.0;
-
- float shadow = 0.0;
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y);
- float theta = initialTheta;
- int i;
- for (i = 0; i < sample_count; i++)
- {
- float r = float(i) / float(sample_count);
- float weight = sqrt(1.0 - r);
- r = sqrt(r);
- vec2 sampleOffset;
- sampleOffset.x = cos(theta);
- sampleOffset.y = sin(theta);
- sampleOffset *= r * 2.0;
- float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x;
- shadow += weight * s;
- theta += cGoldenAngle;
- }
- shadow /= float(sample_count);
- shadow += cs;
- shadow *= 0.5;
- return shadow;
-}
-
-float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
-{
- stc.xyz /= stc.w;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
stc.z += shadow_bias * bias_mul * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
- float shadow = cs;
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs * 4.0;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- return shadow * 0.2;
+ return shadow * 0.125;
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)