From 38f69533780943b432edaac212475bea5fd013b6 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Tue, 29 Jan 2019 16:18:16 -0800
Subject: Roll back fix for 10415 due to knock-on that must needs be tamped
 down.

---
 .../shaders/class1/deferred/shadowUtil.glsl        | 63 ++++++++++++----------
 1 file changed, 35 insertions(+), 28 deletions(-)

(limited to 'indra/newview')

diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 747f1dacdd..70568bc75f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -48,28 +48,44 @@ uniform float shadow_bias;
 
 uniform float spot_shadow_bias;
 uniform float spot_shadow_offset;
-uniform float sun_up_factor;
+
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
 vec3 decode_normal(vec2 enc);
 
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias;
+		
+	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+	
+	float cs = shadow2D(shadowMap, stc.xyz).x;
+	float shadow = cs;
+	
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+                       
+    return shadow*0.2;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
 {
     stc.xyz /= stc.w;
-    stc.z += max(0.5, light_dir.z) * shadow_bias * 8.0 * bias_mul;
-        
-    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+    stc.z += shadow_bias * bias_scale;
+ 
+    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
     
     float cs = shadow2D(shadowMap, stc.xyz).x;
-    float shadow = cs * 4.0;
-    
+    float shadow = cs;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                       
-    return shadow*0.125;
+    return shadow*0.2;
 }
 
 float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
@@ -95,10 +111,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
 {
     float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
     float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
-    float dp_directional_light = (sun_up_factor > 0) ? dp_sun : dp_moon;
+    float dp_directional_light = max(dp_sun,dp_moon);
           dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
 
-    vec3 light_dir = (sun_up_factor > 0) ? sun_dir : moon_dir;
+    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
     vec3 offset = light_dir * (1.0-dp_directional_light);
     vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
 
@@ -125,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen, light_dir)*w;
+            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
@@ -137,7 +153,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             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, 0.5, pos_screen, light_dir)*w;
+            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
             weight += w;
         }
 
@@ -148,7 +164,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             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, pos_screen, light_dir)*w;
+            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
             weight += w;
         }
 
@@ -159,15 +175,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
                 
-            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w;
+            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
             weight += w;
         }
 
         shadow /= weight;
     }
 
-    shadow = min(dp_directional_light, shadow);
-    return shadow;
+    return min(dp_directional_light, shadow);
 }
 
 float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
@@ -186,19 +201,11 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
         float weight = 0.0;
 
         {
+            lpos = shadow_matrix[4 + index]*spos;
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-
-            if (index == 0)
-            {        
-                lpos = shadow_matrix[4]*spos;
-                shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
-            }
-            else
-            {
-                lpos = shadow_matrix[5]*spos;
-                shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w;
-            }
+        
+            shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
-- 
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