diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index c2cb0eb8c3..14cd805d10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -50,7 +50,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, { float offset = shadow_bias * bias_mul; stc.xyz /= stc.w; - stc.z += offset * 4.0; + stc.z += offset * 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 cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs * 4.0; @@ -124,7 +124,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) 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; - w = clamp(w, 0.25, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -136,7 +136,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) 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; - w = clamp(w, 0.5, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -147,7 +147,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - w = clamp(w, 0.75, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } |