SL-18340: Consistently use HAS_SUN_SHADOW for shader permutation
parent
982e2bcbea
commit
239dc764e6
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@ -46,7 +46,7 @@ uniform mat4 modelview_projection_matrix;
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uniform mat4 texture_matrix0;
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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VARYING vec3 vary_fragcoord;
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uniform float near_clip;
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#endif
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@ -85,7 +85,7 @@ void main()
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#endif
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gl_Position = vert;
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
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#endif
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@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
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void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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#endif
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@ -188,7 +188,7 @@ void main()
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float shadow = 1.0f;
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
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#endif
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@ -44,7 +44,7 @@ uniform vec3 moon_dir;
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out vec4 frag_color;
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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VARYING vec3 vary_fragcoord;
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uniform vec2 screen_res;
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#endif
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@ -186,7 +186,7 @@ void main()
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vec3 atten;
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calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
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#ifdef HAS_SHADOW
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#ifdef HAS_SUN_SHADOW
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
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@ -1632,7 +1632,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (use_sun_shadow)
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{
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shader->addPermutation("HAS_SHADOW", "1");
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shader->addPermutation("HAS_SUN_SHADOW", "1");
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}
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if (ambient_kill)
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@ -1945,7 +1945,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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shader->addPermutation("USE_INDEXED_TEX", "1");
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if (use_sun_shadow)
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{
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shader->addPermutation("HAS_SHADOW", "1");
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shader->addPermutation("HAS_SUN_SHADOW", "1");
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}
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if (ambient_kill)
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@ -2029,7 +2029,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (use_sun_shadow)
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{
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shader->addPermutation("HAS_SHADOW", "1");
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shader->addPermutation("HAS_SUN_SHADOW", "1");
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}
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shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
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@ -2095,7 +2095,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
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if (use_sun_shadow)
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{
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shader[i]->addPermutation("HAS_SHADOW", "1");
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shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
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}
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if (ambient_kill)
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@ -2671,7 +2671,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
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if (use_sun_shadow)
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{
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gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
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gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
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}
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if (ambient_kill)
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