From facc678391417c5fa8ca659adc1d449bba2fd349 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 9 Aug 2018 22:46:47 +0100 Subject: MAINT-8951 Remove moon_dir related shader code causing sunlight shadow artifacting. --- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 8 ++------ .../newview/app_settings/shaders/class1/deferred/materialF.glsl | 9 ++------- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 9 ++------- 3 files changed, 6 insertions(+), 20 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') 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); -- cgit v1.2.3