diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 31 |
1 files changed, 11 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 265da8df99..f2d04c95fe 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,6 +59,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec3 moon_dir; uniform vec2 shadow_res; uniform float shadow_bias; @@ -67,22 +68,7 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen) { @@ -153,11 +139,16 @@ void main() return; }*/ - float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); - + float shadow = 0.0; + float dp_sun = dot(norm, normalize(sun_dir.xyz)); + float dp_moon = dot(norm, normalize(moon_dir.xyz)); + float dp_directional_light = max(dp_sun, dp_moon); + dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); + + vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir; + vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); + vec3 offset = light_direction.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); |