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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl3
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);