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-rw-r--r--indra/llrender/llshadermgr.cpp3
-rw-r--r--indra/llrender/llshadermgr.h1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl52
-rw-r--r--indra/newview/pipeline.cpp19
-rw-r--r--indra/newview/pipeline.h2
11 files changed, 129 insertions, 100 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 7d384450e6..5a6e6cab3e 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1062,8 +1062,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("proj_shadow_res");
mReservedUniforms.push_back("depth_cutoff");
mReservedUniforms.push_back("norm_cutoff");
+ mReservedUniforms.push_back("shadow_target_width");
- llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
mReservedUniforms.push_back("tc_scale");
mReservedUniforms.push_back("rcp_screen_res");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index e28bda6de2..f792faa8f0 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -130,6 +130,7 @@ public:
DEFERRED_PROJ_SHADOW_RES,
DEFERRED_DEPTH_CUTOFF,
DEFERRED_NORM_CUTOFF,
+ DEFERRED_SHADOW_TARGET_WIDTH,
FXAA_TC_SCALE,
FXAA_RCP_SCREEN_RES,
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index cf8cf8364a..bced4a5577 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -29,11 +29,11 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform float minimum_alpha;
-
uniform sampler2D diffuseMap;
-VARYING vec4 post_pos;
+VARYING float pos_zd2;
+VARYING float pos_w;
+VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -41,12 +41,20 @@ void main()
{
float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
- if (alpha < minimum_alpha)
+ if (alpha < 0.05) // treat as totally transparent
{
discard;
}
+ if (alpha < 0.88) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ {
+ discard;
+ }
+ }
+
frag_color = vec4(1,1,1,1);
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+ gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 7d3b06c56e..c1f2d90712 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -25,12 +25,15 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-VARYING vec4 post_pos;
+VARYING float pos_zd2;
+VARYING float pos_w;
+VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -39,8 +42,11 @@ void passTextureIndex();
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
- post_pos = pos;
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+ pos_w = pos.w;
+ pos_zd2 = pos.z * 0.5;
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 08f6ec63fe..8db4cb58cf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -58,20 +58,22 @@ uniform float shadow_bias;
uniform mat4 inv_proj;
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
+
+ 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;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-
- return shadow/5.0;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
+
+ return shadow*0.2;
}
@@ -101,7 +103,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ shadow += pcfShadow(shadowMap3, lpos)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -114,7 +116,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap2, lpos)*w;
weight += w;
}
@@ -126,7 +128,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap1, lpos)*w;
weight += w;
}
@@ -138,7 +140,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ shadow += pcfShadow(shadowMap0, lpos)*w;
weight += w;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index aae6a070e2..33958a5010 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -71,20 +71,22 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
+
+ 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;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-
- return shadow/5.0;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
+
+ return shadow*0.2;
}
@@ -114,7 +116,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ shadow += pcfShadow(shadowMap3, lpos)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -127,7 +129,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap2, lpos)*w;
weight += w;
}
@@ -139,7 +141,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap1, lpos)*w;
weight += w;
}
@@ -151,7 +153,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ shadow += pcfShadow(shadowMap0, lpos)*w;
weight += w;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 931577359e..ba6f3ace53 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -70,20 +70,22 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
+
+ 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;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-
- return shadow/5.0;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
+
+ return shadow*0.2;
}
@@ -113,7 +115,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ shadow += pcfShadow(shadowMap3, lpos)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -126,7 +128,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap2, lpos)*w;
weight += w;
}
@@ -138,7 +140,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap1, lpos)*w;
weight += w;
}
@@ -150,7 +152,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ shadow += pcfShadow(shadowMap0, lpos)*w;
weight += w;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 8c4ccf9cb3..db3d760359 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -78,42 +78,42 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias*scl;
-
+
+ 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;
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x;
- return shadow/5.0;
-
- //return shadow;
+ return shadow*0.2;
}
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- vec2 off = 1.5/proj_shadow_res;
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+
+ return shadow*0.2;
}
void main()
@@ -166,7 +166,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -179,7 +179,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
@@ -191,7 +191,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
@@ -203,7 +203,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
@@ -237,11 +237,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 02075a7687..dfe108eb01 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -90,7 +90,7 @@ vec2 getKern(int i)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
+
return kern[i];
}
@@ -139,42 +139,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
return min(ret, 1.0);
}
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias*scl;
+
+ stc.x = floor(stc.x + fract(pos_screen.y*0.666666666));
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
- //return shadow;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
+
+ return shadow*0.2;
}
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
- vec2 off = 1.5/proj_shadow_res;
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+
+ return shadow*0.2;
}
void main()
@@ -227,7 +227,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -240,7 +240,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
@@ -252,7 +252,7 @@ void main()
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
@@ -264,7 +264,7 @@ void main()
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
@@ -298,11 +298,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index ab994c71cb..dbcc7fba9f 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -846,9 +846,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 0)
{ //allocate 4 sun shadow maps
+ 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(U32(resX*scale),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
@@ -864,9 +865,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 1)
{ //allocate two spot shadow maps
+ U32 spot_shadow_map_width = width;
for (U32 i = 4; i < 6; i++)
{
- if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false;
+ if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
}
}
else
@@ -8293,7 +8295,7 @@ static LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
+void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion, U32 target_width)
{
LLFastTimer t(FTM_SHADOW_RENDER);
@@ -8384,7 +8386,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLFastTimer ftm(FTM_SHADOW_ALPHA);
gDeferredShadowAlphaMaskProgram.bind();
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
-
+ gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+
U32 mask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_COLOR |
@@ -9237,11 +9240,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadow[j].getViewport(gGLViewport);
mShadow[j].clear();
+ U32 target_width = mShadow[j].getWidth();
+
{
static LLCullResult result[4];
//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
}
mShadow[j].flush();
@@ -9380,11 +9385,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadow[i+4].getViewport(gGLViewport);
mShadow[i+4].clear();
+ U32 target_width = mShadow[i+4].getWidth();
+
static LLCullResult result[2];
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
- renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
+ renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
mShadow[i+4].flush();
}
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index b8b4f164fe..201952876f 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -264,7 +264,7 @@ public:
void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
- void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
+ void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader, BOOL use_occlusion, U32 target_width);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();