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path: root/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl39
1 files changed, 14 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index f2d04c95fe..5f8f3114a1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -68,22 +68,13 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
@@ -102,7 +93,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
return shadow*0.2;
}
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
@@ -128,10 +119,8 @@ void main()
//try doing an unproject here
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -174,7 +163,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
+ shadow += pcfShadowLegacy(shadowMap3, lpos, 0.25, pos_screen)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -186,7 +175,7 @@ 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, 0.5, pos_screen)*w;
+ shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
@@ -197,7 +186,7 @@ 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, pos_screen)*w;
+ shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
@@ -208,7 +197,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+ shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
@@ -242,11 +231,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
+ frag_color[2] = pcfSpotShadowLegacy(shadowMap4, lpos, 0.8, pos_screen);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
+ frag_color[3] = pcfSpotShadowLegacy(shadowMap5, lpos, 0.8, pos_screen);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;