diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 3 | 
1 files changed, 2 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 0a714f0013..84032f7ff7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -49,7 +49,7 @@ uniform int sun_up_factor;  float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; -    stc.z += shadow_bias * bias_mul * 16.0; +    stc.z += shadow_bias * bias_mul * 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; @@ -78,6 +78,7 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2      shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;      return shadow*0.2;  } +  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)  {      float shadow = 0.0f; | 
