diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b34e55efd..152402907b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); @@ -87,12 +88,12 @@ void main() float light_gamma = 1.0/1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2D(diffuseRect, tc); //convert to gamma space diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); float bloom = 0.0; { |