SL-10415
Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.meow-7.2.2
parent
4952736a06
commit
9f2a0d2a08
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@ -39,20 +39,18 @@ uniform vec2 proj_shadow_res;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform float shadow_bias;
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uniform float shadow_offset;
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uniform float spot_shadow_bias;
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uniform float spot_shadow_offset;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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int sun_up_factor;
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uniform int sun_up_factor;
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
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float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
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{
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stc.xyz /= stc.w;
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float offset = max(0.75, light_dir.z);
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stc.z += offset * shadow_bias * bias_mul;
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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
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stc.z += shadow_bias * bias_mul* 2.0;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs * 4.0;
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@ -62,7 +60,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_sc
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.125;
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return shadow * 0.125;
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}
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float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
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@ -86,23 +84,18 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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{
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float shadow = 0.0f;
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
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float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
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float dp_directional_light = max(dp_sun,dp_moon);
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float dp_directional_light = (sun_up_factor == 1) ? dp_sun : dp_moon;
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dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
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vec3 shadow_pos = pos.xyz;
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float shadow = 0.0f;
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vec4 spos = vec4(shadow_pos,1.0);
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// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
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if (dp_directional_light <= 0.0)
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{
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return 0.0;
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}
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vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8);
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shadow_pos += offset;
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vec4 spos = vec4(shadow_pos.xyz, 1.0);
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if (spos.z > -shadow_clip.w)
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{
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@ -118,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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@ -130,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w;
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weight += w;
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}
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@ -141,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;
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weight += w;
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}
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@ -152,14 +145,13 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;
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weight += w;
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}
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shadow /= weight;
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}
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shadow = min(dp_directional_light, shadow);
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return shadow;
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}
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@ -91,10 +91,9 @@ void main()
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float envIntensity = norm.z;
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norm.xyz = getNorm(tc); // unpack norm
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float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
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float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
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float da_sun = dot(norm.xyz, sun_dir.xyz);
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float da_moon = dot(norm.xyz, moon_dir.xyz);
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float da = (sun_up_factor == 1) ? da_sun : da_moon;
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//float da = (da_sun > 0.0) ? da_sun : da_moon;
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da = clamp(da, 0.0, 1.0);
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da = pow(da, global_gamma + 0.3);
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@ -109,7 +108,7 @@ void main()
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));
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float scol = max(scol_ambocc.r, diffuse.a);
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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vec3 sunlit;
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@ -119,7 +118,8 @@ void main()
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calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
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float ambient = dot(norm.xyz, sun_dir.xyz);
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float ambient = da;
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0-ambient);
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@ -127,7 +127,7 @@ void main()
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col.rgb = amblit;
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col.rgb *= min(ambient, max(scol, 0.5));
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col += (sunlit * da) * scol;
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col += sunlit * da * scol;
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col *= diffuse.rgb;
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@ -165,6 +165,9 @@ void main()
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col = fogged.rgb;
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bloom = fogged.a;
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#endif
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//col.rgb = vec3(scol);
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//col.rgb = vec3(da * scol);
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}
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frag_color.rgb = col;
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frag_color.a = bloom;
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@ -6075,9 +6075,7 @@ void LLPipeline::setupAvatarLights(bool for_edit)
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LLEnvironment& environment = LLEnvironment::instance();
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LLSettingsSky::ptr_t psky = environment.getCurrentSky();
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bool sun_up = environment.getIsSunUp();
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bool moon_up = environment.getIsMoonUp();
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bool sun_is_primary = sun_up || !moon_up;
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bool sun_up = environment.getIsSunUp();
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if (for_edit)
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{
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@ -6113,13 +6111,13 @@ void LLPipeline::setupAvatarLights(bool for_edit)
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}
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else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
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{
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LLVector3 light_dir = sun_is_primary ? LLVector3(mSunDir) : LLVector3(mMoonDir);
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LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir);
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LLVector3 opposite_pos = -light_dir;
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LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis;
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LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
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backlight_pos.normalize();
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LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse;
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LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse;
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LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
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F32 max_component = 0.001f;
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@ -6377,7 +6375,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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}
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mMoonDiffuse.clamp();
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LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
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LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
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mHWLightColors[0] = mSunDiffuse;
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@ -8594,32 +8592,14 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
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vert[1].set(-1,-3,0);
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vert[2].set(3,1,0);
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const LLEnvironment& environment = LLEnvironment::instance();
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setupHWLights(NULL); //to set mSun/MoonDir;
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bool sun_up = environment.getIsSunUp();
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bool moon_up = environment.getIsMoonUp();
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{
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setupHWLights(NULL); //to set mSun/MoonDir;
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glh::vec4f tc(mSunDir.mV);
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mat.mult_matrix_vec(tc);
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glh::vec4f tc(mSunDir.mV);
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mat.mult_matrix_vec(tc);
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mTransformedSunDir.set(tc.v);
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glh::vec4f tc_moon(mMoonDir.mV);
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mTransformedMoonDir.set(tc_moon.v);
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mTransformedMoonDir.normalize();
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bool sun_is_primary = sun_up || !moon_up;
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if (sun_is_primary)
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{
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mTransformedSunDir.set(tc.v);
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mTransformedSunDir.normalize();
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}
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else
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{
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mTransformedSunDir.set(tc_moon.v);
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mTransformedSunDir.normalize();
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}
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}
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glh::vec4f tc_moon(mMoonDir.mV);
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mTransformedMoonDir.set(tc_moon.v);
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gGL.pushMatrix();
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gGL.loadIdentity();
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@ -10633,9 +10613,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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bool sun_up = environment.getIsSunUp();
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bool moon_up = environment.getIsMoonUp();
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bool sun_is_primary = sun_up || !moon_up;
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bool ignore_shadows = (sun_is_primary && (mSunDiffuse == LLColor4::black))
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|| (moon_up && (mMoonDiffuse == LLColor4::black))
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bool ignore_shadows = (sun_up && (mSunDiffuse == LLColor4::black))
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|| (moon_up && (mMoonDiffuse == LLColor4::black))
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|| !(sun_up || moon_up);
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if (ignore_shadows)
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