diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index aae6a070e2..33958a5010 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,20 +71,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + return shadow*0.2; } @@ -114,7 +116,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -127,7 +129,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -139,7 +141,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -151,7 +153,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } |