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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl1
-rw-r--r--indra/newview/pipeline.cpp19
10 files changed, 7 insertions, 66 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
index c2372fcbc0..26d23aec79 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
@@ -57,8 +57,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
index d0a049d372..57fd620cae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
@@ -60,9 +60,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
index f231213ac8..407ee39fbb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -58,8 +58,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 0e66c722b6..cfebc7bc66 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -60,9 +60,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 50020a50d8..57c4bafd79 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -40,9 +40,5 @@ VARYING vec4 post_pos;
void main()
{
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 06ebeb8281..68e9addc1b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -69,8 +69,4 @@ void main()
#endif
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 1ea96918bb..406a7ef3b3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -25,20 +25,9 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 post_pos;
void main()
{
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 72bd0f0f34..e83cda89ef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -25,21 +25,9 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-
-VARYING vec4 post_pos;
+in vec3 position;
void main()
{
- //transform vertex
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- post_pos = pos;
-
-#if !defined(DEPTH_CLAMP)
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index e34d75ba1d..802179a401 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -49,5 +49,4 @@ void main()
frag_color = vec4(1,1,1,1);
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 6ac059df91..5f90fae25f 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -9470,7 +9470,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLGLEnable cull(GL_CULL_FACE);
//enable depth clamping if available
- //LLGLEnable depth_clamp(GL_DEPTH_CLAMP);
+ LLGLEnable depth_clamp(GL_DEPTH_CLAMP);
+
+ LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS);
if (use_shader)
{
@@ -9513,15 +9515,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged
{
bool rigged = j == 1;
- if (!use_shader)
- { //occlusion program is general purpose depth-only no-textures
- gOcclusionProgram.bind(rigged);
- }
- else
- {
- gDeferredShadowProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
- }
+ gDeferredShadowProgram.bind(rigged);
+ LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
gGL.diffuseColor4f(1, 1, 1, 1);
@@ -9555,10 +9550,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!use_shader)
- {
- gOcclusionProgram.unbind();
- }
}
if (occlude > 1)