Added setting 'SHAlwaysSoftenShadows' to soften shadows when ssao isn't enabled. Removed a couple dead settings.
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@@ -184,28 +184,6 @@
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>SHPackDeferredNormals</key>
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<map>
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<key>Comment</key>
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<string>Pack deferred normals into two components.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>SHPrecisionDeferredNormals</key>
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<map>
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<key>Comment</key>
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<string>Enable usage of RGB10A2 for the deferred normalMap format. Reduces normalmapping artifacts.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>SHOcclusionFudge</key>
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<map>
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@@ -240,5 +218,16 @@
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<key>Value</key>
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<real>0.09</real>
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</map>
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<key>SHAlwaysSoftenShadows</key>
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<map>
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<key>Comment</key>
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<string>Enable optional blur pass on shadows.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<real>1</real>
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</map>
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</map>
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</llsd>
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@@ -7921,7 +7921,8 @@ void LLPipeline::renderDeferredLighting()
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mDeferredLight.flush();
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}
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if (RenderDeferredSSAO)
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static const LLCachedControl<bool> SHAlwaysSoftenShadows("SHAlwaysSoftenShadows",true);
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if (RenderDeferredSSAO || (RenderShadowDetail > 0 && SHAlwaysSoftenShadows))
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{ //soften direct lighting lightmap
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LLFastTimer ftm(FTM_SOFTEN_SHADOW);
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//blur lightmap
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