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.

This commit is contained in:
Shyotl
2013-12-13 02:19:57 -06:00
parent 78e3d61b98
commit 7da8b012e6
13 changed files with 445 additions and 207 deletions

View File

@@ -1177,6 +1177,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("depth_cutoff");
mReservedUniforms.push_back("norm_cutoff");
mReservedUniforms.push_back("shadow_target_width");
mReservedUniforms.push_back("downsampled_depth_scale");
llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
@@ -1195,6 +1196,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("dof_height");
mReservedUniforms.push_back("depthMap");
mReservedUniforms.push_back("depthMapDownsampled");
mReservedUniforms.push_back("shadowMap0");
mReservedUniforms.push_back("shadowMap1");
mReservedUniforms.push_back("shadowMap2");