diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 19 |
1 files changed, 14 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d77d17942a..4e33a1af45 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -40,6 +40,9 @@ uniform vec2 proj_shadow_res; uniform float shadow_bias; uniform float shadow_offset; +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -134,7 +137,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += spot_shadow_bias*scl; float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -161,8 +164,9 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm float displace = nmap4.w; - vec3 norm = nmap4.xyz*2.0-1.0; + vec3 norm = nmap4.xyz; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -173,7 +177,10 @@ void main() float shadow = 1.0; float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -235,13 +242,15 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + spos.xyz = shadow_pos+offset*spot_shadow_offset; + //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; |