diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 13 | ||||
| -rwxr-xr-x | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 13 | 
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); | 
