From 6c086be01659a0d23a91bf6e3ea07bafd86c4dd7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 12 May 2010 03:59:01 -0500 Subject: Fix for fullbright bump not working in deferred render. Fix for shadow artifacts around split frusta. Tweak for shadow aliasing with projectors. Fix for crash on exit in mesh thread. (transplanted from 6dcf09cd3e524016c8130a0c8af3d9fc95f2d411) --- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 70e241b53a..7423347346 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -77,7 +77,6 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { - stc.z += spot_shadow_offset; stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; @@ -183,7 +182,7 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = 1.0; - spos = vec4(shadow_pos, 1.0); + spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; -- cgit v1.2.3