From 9ce481a5ac41777539416da3e0ec92b098af3e49 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 17:35:50 +0100 Subject: STORM-1819: Ternary/graded shadow support Coalesced patchset. --- .../shaders/class2/deferred/alphaF.glsl | 30 ++++++---- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 30 ++++++---- .../class2/deferred/alphaNonIndexedNoColorF.glsl | 30 ++++++---- .../shaders/class2/deferred/sunLightF.glsl | 64 +++++++++++++--------- .../shaders/class2/deferred/sunLightSSAOF.glsl | 57 ++++++++++--------- 5 files changed, 127 insertions(+), 84 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 08f6ec63fe..70a5912258 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -58,20 +58,28 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +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)); 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 += 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(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -101,7 +109,7 @@ 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 +122,7 @@ 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 +134,7 @@ 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 +146,7 @@ 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..5fc4fd72ef 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,20 +71,28 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +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)); 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 += 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(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -114,7 +122,7 @@ 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 +135,7 @@ 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 +147,7 @@ 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 +159,7 @@ 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..785d50b853 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -70,20 +70,28 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +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)); 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 += 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(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + return shadow*0.2; } @@ -113,7 +121,7 @@ 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 +134,7 @@ 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 +146,7 @@ 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 +158,7 @@ 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..b0034addb5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,42 +78,56 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +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(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; + 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 += 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); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x,cs); + + 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 += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + + return shadow*0.2; } void main() @@ -166,7 +180,7 @@ 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 +193,7 @@ 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 +205,7 @@ 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 +217,7 @@ 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 +251,11 @@ 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..8aee76d033 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 +139,47 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float mex(float a, float b) +{ + return a; +} + +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 += 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(-1.0, 1.5, 0.0)).x,cs); + shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs); + + 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; - - 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); + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - return shadow/5.0; - - //return shadow; + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + + return shadow*0.2; } void main() @@ -227,7 +232,7 @@ 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 +245,7 @@ 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 +257,7 @@ 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 +269,7 @@ 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 +303,11 @@ 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; -- cgit v1.2.3 From 442c5cf339ddffb10db9f819704bf77ad941bc28 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:33:07 +0100 Subject: STORM-1819: Ternary/graded shadow support a bunch of trivial clean-ups and commentary. --- .../newview/app_settings/shaders/class2/deferred/alphaF.glsl | 3 +-- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 3 +-- .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 3 +-- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 11 +---------- 4 files changed, 4 insertions(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') 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); -- cgit v1.2.3 From 26df2b941e64bc62c3f822d130d7dbc0f2bfc8e4 Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:42:47 +0100 Subject: STORM-1819: Ternary/graded shadow support cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix' --- .../app_settings/shaders/class2/deferred/alphaF.glsl | 13 ++++--------- .../shaders/class2/deferred/alphaNonIndexedF.glsl | 13 ++++--------- .../shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 13 ++++--------- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 13 ++++--------- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 13 ++++--------- 5 files changed, 20 insertions(+), 45 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index a8a3d3efc1..8db4cb58cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -58,11 +58,6 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -73,10 +68,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - 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(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -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(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index d8856a5f1e..33958a5010 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,11 +71,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -86,10 +81,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - 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(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -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(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index f863f07e1a..ba6f3ace53 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -70,11 +70,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; @@ -85,10 +80,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - 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(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -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(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index be11790881..37408329f4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,11 +78,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; @@ -93,10 +88,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - 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); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -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*0.2; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 8aee76d033..358e3a3f92 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -139,11 +139,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float mex(float a, float b) -{ - return a; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; @@ -154,10 +149,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - 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(-1.0, 1.5, 0.0)).x,cs); - shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -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(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; return shadow*0.2; } -- cgit v1.2.3 From ab82a96f6e9eecc942aef4a10acd58ba97dfb3fe Mon Sep 17 00:00:00 2001 From: Adam Moss Date: Sat, 21 Apr 2012 18:51:57 +0100 Subject: STORM-1819: Ternary/graded shadow support missed a few spots: cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix' --- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 8 ++++---- .../app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 37408329f4..db3d760359 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -108,10 +108,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + 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; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 358e3a3f92..dfe108eb01 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -169,10 +169,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += mex(shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x, cs); + 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; } -- cgit v1.2.3