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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl17
1 files changed, 7 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index fc5959a33c..2422d73a3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 1 -- no shadow, SSAO only
@@ -37,8 +39,6 @@ uniform sampler2D noiseMap;
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
@@ -49,9 +49,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-uniform float shadow_bias;
-uniform float shadow_offset;
-
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -128,8 +125,8 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
+ frag_color[0] = 1.0;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[2] = 1.0;
+ frag_color[3] = 1.0;
}