diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 9 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7e62012b5d..229c2f4b67 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -99,15 +99,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz); +	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	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); +	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);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 025ff48109..fc19f15e02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -155,10 +155,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	vec2 off = 1.5/proj_shadow_res; -	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); +	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);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index b768cc9cf3..46773cf89f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -26,7 +26,6 @@  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky @@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;  // Output parameters  VARYING vec4 vary_HazeColor; -VARYING vec2 vary_texcoord0;  // Inputs  uniform vec3 camPosLocal; @@ -62,7 +60,6 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); | 
