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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl20
2 files changed, 13 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 7b9aa0a4dc..032245a01c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index cd49202f89..fffbdb913e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w;
stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.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 cs = texture(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
return clamp(shadow * 0.125, 0.0, 1.0);
#else
return 1.0;
@@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
stc.z += spot_shadow_bias * bias_scale;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz).x;
float shadow = cs;
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
#else
return 1.0;