diff options
Diffstat (limited to 'indra/newview')
8 files changed, 12 insertions, 42 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 8dda96984e..7f2c5add16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -43,7 +43,6 @@ uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  #if HAS_SHADOW  uniform sampler2DShadow shadowMap0; @@ -286,12 +285,9 @@ void main()  	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec2 abnormal	= encode_normal(norm.xyz); -	 norm.xyz   = decode_normal(abnormal.xy); +		 norm.xyz   = decode_normal(abnormal.xy); -	float da_sun = dot(norm.xyz, sun_dir.xyz); -	float da_moon = dot(norm.xyz, moon_dir.xyz); - -    float da = max(da_sun, da_moon); +	float da = dot(norm.xyz, sun_dir.xyz);      float final_da = da;            final_da = min(final_da, shadow); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4dc15dbc89..6e06453a5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -98,7 +98,6 @@ uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  VARYING vec2 vary_fragcoord;  VARYING vec3 vary_position; @@ -389,9 +388,7 @@ void main()  	vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -	float da_sun =dot(norm.xyz, sun_dir.xyz); -	float da_moon =dot(norm.xyz, moon_dir.xyz); -	float da = max(da_sun, da_moon); +	float da =dot(norm.xyz, sun_dir.xyz);      float final_da = da;            final_da = min(final_da, shadow); @@ -421,9 +418,7 @@ void main()  		// the old infinite-sky shiny reflection  		// -		float sa_sun = dot(refnormpersp, sun_dir.xyz); -		float sa_moon = dot(refnormpersp, moon_dir.xyz); -        float sa = max(sa_sun, sa_moon); +        float sa = dot(refnormpersp, sun_dir.xyz);  		vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a4543c325e..ec3c0cb68d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,7 +56,6 @@ uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj; @@ -107,9 +106,7 @@ void main()  	float envIntensity = norm.z;  	norm.xyz = decode_normal(norm.xy); // unpack norm -	float da_sun = dot(norm.xyz, sun_dir.xyz); -	float da_moon = dot(norm.xyz, moon_dir.xyz); -	float da = max(da_sun, da_moon); +	float da = dot(norm.xyz, sun_dir.xyz);  	float final_da = max(0.0,da);                final_da = min(final_da, 1.0f); @@ -151,9 +148,7 @@ void main()  			// the old infinite-sky shiny reflection  			// -			float sa_sun = dot(refnormpersp, sun_dir.xyz); -			float sa_moon = dot(refnormpersp, moon_dir.xyz); -			float sa = max(sa_sun, sa_moon); +			float sa = dot(refnormpersp, sun_dir.xyz);  			vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 5046ede00d..1e2c49215f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -67,7 +67,6 @@ uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj; @@ -117,9 +116,7 @@ void main()  	float envIntensity = norm.z;  	norm.xyz = decode_normal(norm.xy); // unpack norm -	float da_sun = max(dot(norm.xyz, sun_dir.xyz), 0.0); -	float da_moon = max(dot(norm.xyz, moon_dir.xyz), 0.0); -	float da = max(da_sun, da_moon); +	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	float light_gamma = 1.0/1.3;  	da = pow(da, light_gamma); @@ -170,9 +167,7 @@ void main()  			// the old infinite-sky shiny reflection  			// -			float sa_sun = dot(refnormpersp, sun_dir.xyz); -			float sa_moon = dot(refnormpersp, moon_dir.xyz); -			float sa = max(sa_sun, sa_moon); +			float sa = dot(refnormpersp, sun_dir.xyz);  			vec3 dumbshiny = sunlit*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);  			// add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 11ccdf638c..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,7 +59,6 @@ uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform vec2 proj_shadow_res;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  uniform vec2 shadow_res;  uniform float shadow_bias; @@ -140,14 +139,10 @@ void main()  	}*/  	float shadow = 0.0; -    float da_sun = dot(norm, sun_dir.xyz); -    float da_moon = dot(norm, moon_dir.xyz); -    float da = max(da_sun, da_moon); - -	float dp_directional_light = max(0.0, da); +	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));  	vec3 shadow_pos = pos.xyz; -	vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz  : moon_dir.xyz) * (1.0-dp_directional_light); +	vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);  	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 4fccb1d33c..58f3f2f91e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -59,7 +59,6 @@ uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform vec2 proj_shadow_res;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  uniform vec2 shadow_res; @@ -201,13 +200,10 @@ void main()  	}*/  	float shadow = 0.0; -    float da_sun = dot(norm, sun_dir.xyz); -    float da_moon = dot(norm, moon_dir.xyz); -    float da = max(da_sun, da_moon); -	float dp_directional_light = max(0.0, da); +	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));  	vec3 shadow_pos = pos.xyz; -	vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.xyz) * (1.0-dp_directional_light); +	vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);  	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 43c0505046..47fa0efe06 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -34,7 +34,6 @@ in vec3 view_dir;  uniform vec3 cameraPosLocal;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  uniform float sun_size;  uniform sampler2D transmittance_texture; diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl index bdb54a1d63..fed3edf7de 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl @@ -33,7 +33,6 @@ in vec3 view_dir;  uniform vec3 cameraPosLocal;  uniform vec3 sun_dir; -uniform vec3 moon_dir;  uniform float sun_size;  uniform sampler2D transmittance_texture; | 
