diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 63 | 
1 files changed, 35 insertions, 28 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 747f1dacdd..70568bc75f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -48,28 +48,44 @@ uniform float shadow_bias;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset; -uniform float sun_up_factor; +  uniform mat4 inv_proj;  uniform vec2 screen_res;  vec3 decode_normal(vec2 enc); -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias; +		 +	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; +	 +    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                        +    return shadow*0.2; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)  {      stc.xyz /= stc.w; -    stc.z += max(0.5, light_dir.z) * shadow_bias * 8.0 * bias_mul; -         -    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +    stc.z += shadow_bias * bias_scale; +  +    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here      float cs = shadow2D(shadowMap, stc.xyz).x; -    float shadow = cs * 4.0; -     +    float shadow = cs;      shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow*0.125; +    return shadow*0.2;  }  float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -95,10 +111,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)  {      float dp_sun = max(0.0, dot(sun_dir.xyz, norm));      float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); -    float dp_directional_light = (sun_up_factor > 0) ? dp_sun : dp_moon; +    float dp_directional_light = max(dp_sun,dp_moon);            dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); -    vec3 light_dir = (sun_up_factor > 0) ? sun_dir : moon_dir; +    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;      vec3 offset = light_dir * (1.0-dp_directional_light);      vec3 shadow_pos = pos.xyz + (offset * shadow_bias); @@ -125,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen, light_dir)*w; +            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } @@ -137,7 +153,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;              w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen, light_dir)*w; +            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;              weight += w;          } @@ -148,7 +164,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;              w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -            shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen, light_dir)*w; +            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;              weight += w;          } @@ -159,15 +175,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; +            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;              weight += w;          }          shadow /= weight;      } -    shadow = min(dp_directional_light, shadow); -    return shadow; +    return min(dp_directional_light, shadow);  }  float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) @@ -186,19 +201,11 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)          float weight = 0.0;          { +            lpos = shadow_matrix[4 + index]*spos;              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - -            if (index == 0) -            {         -                lpos = shadow_matrix[4]*spos; -                shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w; -            } -            else -            { -                lpos = shadow_matrix[5]*spos; -                shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w; -            } +         +            shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } | 
