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') 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