SL-18340: Consistently use HAS_SUN_SHADOW for shader permutation

meow-7.2.2
Cosmic Linden 2022-10-13 17:10:09 -07:00
parent 982e2bcbea
commit 239dc764e6
4 changed files with 11 additions and 11 deletions

View File

@ -46,7 +46,7 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform float near_clip;
#endif
@ -85,7 +85,7 @@ void main()
#endif
gl_Position = vert;
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif

View File

@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
@ -188,7 +188,7 @@ void main()
float shadow = 1.0f;
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif

View File

@ -44,7 +44,7 @@ uniform vec3 moon_dir;
out vec4 frag_color;
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
@ -186,7 +186,7 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
#ifdef HAS_SHADOW
#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);

View File

@ -1632,7 +1632,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
shader->addPermutation("HAS_SHADOW", "1");
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@ -1945,7 +1945,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->addPermutation("USE_INDEXED_TEX", "1");
if (use_sun_shadow)
{
shader->addPermutation("HAS_SHADOW", "1");
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@ -2029,7 +2029,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
shader->addPermutation("HAS_SHADOW", "1");
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
@ -2095,7 +2095,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
if (use_sun_shadow)
{
shader[i]->addPermutation("HAS_SHADOW", "1");
shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@ -2671,7 +2671,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
if (use_sun_shadow)
{
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)