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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl13
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl13
2 files changed, 10 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1e835ae49e..fa2f415e15 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -136,11 +136,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -149,9 +147,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
- dp_directional_light = pow(dp_directional_light, 0.7);
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
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 a995e9cba1..847fea6c08 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -197,11 +197,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -210,9 +208,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
- dp_directional_light = pow(dp_directional_light, 0.7);
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);