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-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl10
2 files changed, 6 insertions, 15 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 3e8a854df3..67f311bb4f 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10277,17 +10277,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderUseAdvancedAtmospherics</key>
- <map>
- <key>Comment</key>
- <string>Use fancy precomputed atmospherics and stuff.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>RenderUseTriStrips</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 380d382020..079d8458c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -50,8 +50,6 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen);
-
float calc_cof(float depth)
{
float sc = (depth-focal_distance)/-depth*blur_constant;
@@ -70,8 +68,12 @@ float calc_cof(float depth)
void main()
{
vec2 tc = vary_fragcoord.xy;
-
- float depth = getDepth(tc);
+
+ float z = texture2DRect(depthMap, tc).r;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ float depth = p.z/p.w;
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);