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 | 50 |
1 files changed, 25 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 8c4ccf9cb3..db3d760359 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,42 +78,42 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; - + + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some 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(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + 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(-2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; - return shadow/5.0; - - //return shadow; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + 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 shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; - - //return shadow; + 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; + + return shadow*0.2; } void main() @@ -166,7 +166,7 @@ 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, 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); } @@ -179,7 +179,7 @@ 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, 0.5, pos_screen)*w; weight += w; } @@ -191,7 +191,7 @@ 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, 0.75, pos_screen)*w; weight += w; } @@ -203,7 +203,7 @@ 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, 1.0, pos_screen)*w; weight += w; } @@ -237,11 +237,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; |