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path: root/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl52
1 files changed, 26 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index a6e22824b8..08543e5fdf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -90,7 +90,7 @@ vec2 getKern(int i)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
+
return kern[i];
}
@@ -139,42 +139,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
return min(ret, 1.0);
}
-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));
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);
-
- return shadow/5.0;
- //return shadow;
+ 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;
}
-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()
@@ -227,7 +227,7 @@ 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);
}
@@ -240,7 +240,7 @@ 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;
}
@@ -252,7 +252,7 @@ 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;
}
@@ -264,7 +264,7 @@ 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;
}
@@ -298,11 +298,11 @@ 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;