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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl46
1 files changed, 31 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 665d8126a0..2422d73a3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -1,14 +1,36 @@
/**
* @file sunLightSSAOF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
*/
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
@@ -17,22 +39,16 @@ 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;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+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;
@@ -109,8 +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;
}