Pulled SSAO out into its own shader to support running at a lower-than-native framebuffer resolution (defaults at half-resolution [SHRenderSSAOResolutionScale=.5] ). This doesn't improve the slow ssao/shadow softening, however, as that bit remains unchanged.
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@@ -1177,6 +1177,7 @@ void LLShaderMgr::initAttribsAndUniforms()
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mReservedUniforms.push_back("depth_cutoff");
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mReservedUniforms.push_back("norm_cutoff");
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mReservedUniforms.push_back("shadow_target_width");
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mReservedUniforms.push_back("downsampled_depth_scale");
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llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
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@@ -1195,6 +1196,7 @@ void LLShaderMgr::initAttribsAndUniforms()
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mReservedUniforms.push_back("dof_height");
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mReservedUniforms.push_back("depthMap");
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mReservedUniforms.push_back("depthMapDownsampled");
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mReservedUniforms.push_back("shadowMap0");
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mReservedUniforms.push_back("shadowMap1");
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mReservedUniforms.push_back("shadowMap2");
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@@ -136,6 +136,7 @@ public:
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DEFERRED_DEPTH_CUTOFF,
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DEFERRED_NORM_CUTOFF,
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DEFERRED_SHADOW_TARGET_WIDTH,
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DEFERRED_DOWNSAMPLED_DEPTH_SCALE,
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FXAA_TC_SCALE,
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FXAA_RCP_SCREEN_RES,
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@@ -152,6 +153,7 @@ public:
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DOF_HEIGHT,
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DEFERRED_DEPTH,
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DEFERRED_DOWNSAMPLED_DEPTH,
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DEFERRED_SHADOW0,
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DEFERRED_SHADOW1,
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DEFERRED_SHADOW2,
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