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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl8
3 files changed, 6 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 5046ede00d..1e2c49215f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -67,7 +67,6 @@ uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
-uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@@ -117,9 +116,7 @@ void main()
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
- float da_sun = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- float da_moon = max(dot(norm.xyz, moon_dir.xyz), 0.0);
- float da = max(da_sun, da_moon);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
@@ -170,9 +167,7 @@ void main()
// the old infinite-sky shiny reflection
//
- float sa_sun = dot(refnormpersp, sun_dir.xyz);
- float sa_moon = dot(refnormpersp, moon_dir.xyz);
- float sa = max(sa_sun, sa_moon);
+ float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 11ccdf638c..aa5e99a2f7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -59,7 +59,6 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
-uniform vec3 moon_dir;
uniform vec2 shadow_res;
uniform float shadow_bias;
@@ -140,14 +139,10 @@ void main()
}*/
float shadow = 0.0;
- float da_sun = dot(norm, sun_dir.xyz);
- float da_moon = dot(norm, moon_dir.xyz);
- float da = max(da_sun, da_moon);
-
- float dp_directional_light = max(0.0, da);
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz;
- vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.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);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 4fccb1d33c..58f3f2f91e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -59,7 +59,6 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
-uniform vec3 moon_dir;
uniform vec2 shadow_res;
@@ -201,13 +200,10 @@ void main()
}*/
float shadow = 0.0;
- float da_sun = dot(norm, sun_dir.xyz);
- float da_moon = dot(norm, moon_dir.xyz);
- float da = max(da_sun, da_moon);
- float dp_directional_light = max(0.0, da);
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz;
- vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.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);