From acbc7f4cddd6ad999c2bc7690c10b85a414a8102 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 30 Jan 2019 08:37:07 -0800 Subject: SL-10415, SL-10434 Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). --- indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index e98ab1f2eb..15f141cbe5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -40,7 +40,7 @@ uniform sampler2DRect normalMap; // Inputs VARYING vec2 vary_fragcoord; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) @@ -53,7 +53,7 @@ void main() //try doing an unproject here vec4 pos = getPosition(pos_screen); - vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy); + vec3 norm = getNorm(pos_screen); frag_color[0] = 1.0; frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); -- cgit v1.2.3