From 06097302f4ad8786913e77514d5d60678da3160d Mon Sep 17 00:00:00 2001 From: Graham Linden <graham@lindenlab.com> Date: Tue, 7 May 2019 16:42:38 -0700 Subject: SL-11108 Remove tweaks to combine cascade results. --- .../app_settings/shaders/class1/deferred/shadowUtil.glsl | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 5694ba1f7b..bea016300d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -110,9 +110,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - w = clamp(w, 0.0, 1.0); + //w = clamp(w, 0.0, 1.0); float contrib = pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w; - if (contrib > 0) + //if (contrib > 0) { shadow += contrib; weight += w; @@ -127,9 +127,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) 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; - w = clamp(w, 0.0, 1.0); + //w = clamp(w, 0.0, 1.0); float contrib = pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w; - if (contrib > 0) + //if (contrib > 0) { shadow += contrib; weight += w; @@ -143,9 +143,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) 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; - w = clamp(w, 0.0, 1.0); + //w = clamp(w, 0.0, 1.0); float contrib = pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; - if (contrib > 0) + //if (contrib > 0) { shadow += contrib; weight += w; @@ -158,9 +158,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - w = clamp(w, 0.0, 1.0); + //w = clamp(w, 0.0, 1.0); float contrib = pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; - if (contrib > 0) + //if (contrib > 0) { shadow += contrib; weight += w; -- cgit v1.2.3