diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 10 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 12 | 
2 files changed, 11 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 1ea57516a4..1bd5f5a718 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,7 +35,7 @@ in vec2 vary_fragcoord;  uniform vec3 sun_dir;  uniform float shadow_bias; -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen);  vec4 getPosition(vec2 pos_screen);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -45,13 +45,13 @@ void main()  {      vec2 pos_screen = vary_fragcoord.xy;      vec4 pos        = getPosition(pos_screen); -    vec3 norm       = getNorm(pos_screen); +    vec4 norm       = getNorm(pos_screen);      vec4 col; -    col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); +    col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);      col.g = 1.0f; -    col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);  -    col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); +    col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);  +    col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);      frag_color = clamp(col, vec4(0), vec4(1));  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 0126e09d4c..e0333b6044 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -32,7 +32,7 @@ out vec4 frag_color;  in vec2 vary_fragcoord;  vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen);  float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);  float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen); @@ -42,13 +42,13 @@ void main()  {      vec2 pos_screen = vary_fragcoord.xy;      vec4 pos  = getPosition(pos_screen); -    vec3 norm = getNorm(pos_screen); +    vec4 norm = getNorm(pos_screen);      vec4 col; -    col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); -    col.g = calcAmbientOcclusion(pos, norm, pos_screen); -    col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); -    col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); +    col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +    col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen); +    col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen); +    col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);      frag_color = clamp(col, vec4(0), vec4(1));  } | 
