diff options
Diffstat (limited to 'indra')
7 files changed, 8 insertions, 35 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 07d5b08191..6269a051f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,18 +29,13 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform mat4 modelview_projection_matrix; -  uniform float minimum_alpha;  uniform sampler2D diffuseMap; -//flat VARYING int foo;  VARYING float pos_zd2;  VARYING float pos_w;  VARYING float target_pos_x; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 6397a5c461..c1f2d90712 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -34,9 +34,6 @@ ATTRIBUTE vec2 texcoord0;  VARYING float pos_zd2;  VARYING float pos_w;  VARYING float target_pos_x; -//flat VARYING int foo; -//VARYING vec4 pre_pos; -//VARYING vec4 post_pos;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -47,11 +44,9 @@ void main()  	//transform vertex  	vec4 pre_pos = vec4(position.xyz, 1.0);  	vec4 pos = modelview_projection_matrix * pre_pos; -	//post_pos = pos;  	target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;  	pos_w = pos.w;  	pos_zd2 = pos.z * 0.5; -	//foo = int(posxw.x);  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 70a5912258..a8a3d3efc1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -68,8 +68,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)  	stc.xyz /= stc.w;  	stc.z += shadow_bias; -	//stc.x = floor(stc.x + fract(stc.y) * 1.5); -	stc.x = floor(stc.x + fract(stc.y*12345)); +	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here  	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 5fc4fd72ef..d8856a5f1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -81,8 +81,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)  	stc.xyz /= stc.w;  	stc.z += shadow_bias; -	//stc.x = floor(stc.x + fract(stc.y) * 1.5); -	stc.x = floor(stc.x + fract(stc.y*12345)); +	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here  	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 785d50b853..f863f07e1a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -80,8 +80,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)  	stc.xyz /= stc.w;  	stc.z += shadow_bias; -	//stc.x = floor(stc.x + fract(stc.y) * 1.5); -	stc.x = floor(stc.x + fract(stc.y*12345)); +	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here  	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index b0034addb5..be11790881 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -88,20 +88,11 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  	stc.xyz /= stc.w;  	stc.z += shadow_bias*scl; -	////stc.x = floor(stc.x + fract(stc.y*12345)); -	//stc.x = floor(stc.x + fract(stc.y)); -	  stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); - -	//stc.x = floor(stc.x); -	//stc.y = floor(stc.y); - -	//stc.x += 0.5; +	stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here  	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; -	//return shadow; -  	shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);  	shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);  	shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 22a1a5b45a..e098aa244b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -425,8 +425,6 @@ LLPipeline::LLPipeline() :  	mLightingDetail(0),  	mScreenWidth(0),  	mScreenHeight(0) -	//	mSunShadowMapWidth(0), -	//	mSpotShadowMapWidth(0)  {  	mNoiseMap = 0;  	mTrueNoiseMap = 0; @@ -851,10 +849,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		if (shadow_detail > 0)  		{ //allocate 4 sun shadow maps -			U32 mSunShadowMapWidth = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur +			U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur  			for (U32 i = 0; i < 4; i++)  			{ -				if (!mShadow[i].allocate(mSunShadowMapWidth,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; +				if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;  			}  		}  		else @@ -863,7 +861,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  			{  				mShadow[i].release();  			} -			//mSunShadowMapWidth = 0;  		}  		U32 width = nhpo2(U32(resX*scale))/2; @@ -871,10 +868,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		if (shadow_detail > 1)  		{ //allocate two spot shadow maps -			U32 mSpotShadowMapWidth = width; +			U32 spot_shadow_map_width = width;  			for (U32 i = 4; i < 6; i++)  			{ -				if (!mShadow[i].allocate(mSpotShadowMapWidth, height, 0, TRUE, FALSE)) return false; +				if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;  			}  		}  		else @@ -883,7 +880,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  			{  				mShadow[i].release();  			} -			//mSpotShadowMapWidth = 0;  		}  		// don't disable shaders on next session @@ -8394,7 +8390,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  		gDeferredShadowAlphaMaskProgram.bind();  		gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);  		gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); -		//		llwarns << "target_width is " << target_width << llendl;  		U32 mask =	LLVertexBuffer::MAP_VERTEX |   					LLVertexBuffer::MAP_TEXCOORD0 |  | 
