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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index efb99061ab..432b0c86b2 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -5839,8 +5839,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
+static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
+
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
{
+ LLFastTimer t(FTM_BIND_DEFERRED);
+
if (noise_map == 0xFFFFFFFF)
{
noise_map = mNoiseMap;
@@ -6178,10 +6182,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
matrix_nondiag, matrix_nondiag, matrix_diag};
shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
+ F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset"));
- shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias"));
+ shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
+ shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
+ shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
+ shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
+
shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));