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 | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 681186d6b2..025ff48109 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,10 +22,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + //class 2 -- shadows and SSAO uniform sampler2DRect depthMap; @@ -46,8 +48,8 @@ uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord; +uniform vec3 sun_dir; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -148,15 +150,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz); float shadow = cs; vec2 off = 1.5/proj_shadow_res; - 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); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); return shadow/5.0; @@ -184,10 +186,10 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); |