From c007e1197c521a1b48736cbba29e7c7dadf39c20 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Fri, 4 Jan 2019 13:26:47 -0800
Subject: [PATCH] Convert to using shared shadow sampling function (reduce
 duplicated code blocks in several shaders).

---
 .../shaders/class1/deferred/alphaF.glsl       |  93 +-------
 .../shaders/class1/deferred/blurLightF.glsl   |   4 -
 .../shaders/class1/deferred/materialF.glsl    | 115 +---------
 .../shaders/class1/deferred/pointLightF.glsl  |   1 -
 .../shaders/class1/deferred/postgiF.glsl      |  13 +-
 .../shaders/class1/deferred/shadowUtil.glsl   |  34 ++-
 .../shaders/class1/deferred/softenLightF.glsl |  29 +--
 .../class1/deferred/sunLightSSAOF.glsl        |  23 +-
 .../shaders/class2/deferred/sunLightF.glsl    | 203 +-----------------
 .../class2/deferred/sunLightSSAOF.glsl        | 201 ++---------------
 10 files changed, 72 insertions(+), 644 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 33e61f20629..9670b39fdb7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -92,6 +92,8 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
 vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
 void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
 
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+
 vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
 {
     //get light vector
@@ -132,28 +134,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
     return max(col, vec3(0.0,0.0,0.0));
 }
 
-#if HAS_SHADOW
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-		
-	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-	
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	float shadow = cs;
-	
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                       
-    return shadow*0.2;
-}
-#endif
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);
-
 void main() 
 {
     vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@@ -162,74 +142,7 @@ void main()
     vec4 pos = vec4(vary_position, 1.0);
     vec3 norm = vary_norm;
 
-    float shadow = 1.0;
-
-#if HAS_SHADOW
-    vec4 spos = pos;
-        
-    if (spos.z > -shadow_clip.w)
-    {   
-        shadow = 0.0;
-
-        vec4 lpos;
-        
-        vec4 near_split = shadow_clip*-0.75;
-        vec4 far_split = shadow_clip*-1.25;
-        vec4 transition_domain = near_split-far_split;
-        float weight = 0.0;
-
-        if (spos.z < near_split.z)
-        {
-            lpos = shadow_matrix[3]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
-            weight += w;
-            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-        }
-
-        if (spos.z < near_split.y && spos.z > far_split.z)
-        {
-            lpos = shadow_matrix[2]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-            w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
-            weight += w;
-        }
-
-        if (spos.z < near_split.x && spos.z > far_split.y)
-        {
-            lpos = shadow_matrix[1]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-            w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
-            weight += w;
-        }
-
-        if (spos.z > far_split.x)
-        {
-            lpos = shadow_matrix[0]*spos;
-                            
-            float w = 1.0;
-            w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-                
-            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
-            weight += w;
-        }
-        
-
-        shadow /= weight;
-    }
-    else
-    {
-        shadow = 1.0;
-    }
-#endif
+    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
 
 #ifdef USE_INDEXED_TEX
     vec4 diff = diffuseLookup(vary_texcoord0.xy);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 868eec39261..812f375f42d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,7 +33,6 @@ out vec4 frag_color;
 #define frag_color gl_FragColor
 #endif
 
-uniform sampler2DRect depthMap;
 uniform sampler2DRect normalMap;
 uniform sampler2DRect lightMap;
 
@@ -45,9 +44,6 @@ uniform float kern_scale;
 
 VARYING vec2 vary_fragcoord;
 
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
 vec4 getPosition(vec2 pos_screen);
 vec3 getNorm(vec2 pos_screen);
 vec3 decode_normal (vec2 enc);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index a0da8563a26..0f7c514e946 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -50,38 +50,7 @@ out vec4 frag_color;
 #define frag_color gl_FragColor
 #endif
 
-#if HAS_SUN_SHADOW
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-		
-	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-	
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	float shadow = cs;
-	
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                       
-    return shadow*0.2;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);
-#endif
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
 
 uniform samplerCube environmentMap;
 uniform sampler2D     lightFunc;
@@ -174,19 +143,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
 
 }
 
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
-    vec2 sc = pos_screen.xy*2.0;
-    sc /= screen_res;
-    sc -= vec2(1.0,1.0);
-    vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-    vec4 pos = inv_proj * ndc;
-    pos /= pos.w;
-    pos.w = 1.0;
-    return pos;
-}
-
-
 #else
 #ifdef DEFINE_GL_FRAGCOLOR
 out vec4 frag_data[3];
@@ -295,74 +251,7 @@ void main()
         //forward rendering, output just lit RGBA
     vec3 pos = vary_position;
 
-#if HAS_SUN_SHADOW
-    float shadow = 0.0;
-    
-    vec4 spos = vec4(pos,1.0);
-        
-    if (spos.z > -shadow_clip.w)
-    {   
-        vec4 lpos;
-        
-        vec4 near_split = shadow_clip*-0.75;
-        vec4 far_split = shadow_clip*-1.25;
-        vec4 transition_domain = near_split-far_split;
-        float weight = 0.0;
-
-        if (spos.z < near_split.z)
-        {
-            lpos = shadow_matrix[3]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
-            weight += w;
-            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-        }
-
-        if (spos.z < near_split.y && spos.z > far_split.z)
-        {
-            lpos = shadow_matrix[2]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-            w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
-            weight += w;
-        }
-
-        if (spos.z < near_split.x && spos.z > far_split.y)
-        {
-            lpos = shadow_matrix[1]*spos;
-            
-            float w = 1.0;
-            w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-            w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
-            weight += w;
-        }
-
-        if (spos.z > far_split.x)
-        {
-            lpos = shadow_matrix[0]*spos;
-                            
-            float w = 1.0;
-            w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-                
-            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
-            weight += w;
-        }
-        
-
-        shadow /= weight;
-    }
-    else
-    {
-        shadow = 1.0;
-    }
-#else
-    float shadow = 1.0;
-#endif
+    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
 
     spec = final_specular;
     vec4 diffuse = final_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 8e756c37bfd..df48a66fabb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -57,7 +57,6 @@ uniform mat4 inv_proj;
 uniform vec4 viewport;
 
 vec3 decode_normal (vec2 enc);
-
 vec4 getPosition(vec2 pos_screen);
 
 void main() 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index e33254304b3..cf994d35470 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -49,18 +49,7 @@ VARYING vec2 vary_fragcoord;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-vec4 getPosition(vec2 pos_screen)
-{
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
-	vec2 sc = pos_screen.xy*2.0;
-	sc /= screen_res;
-	sc -= vec2(1.0,1.0);
-	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-	vec4 pos = inv_proj * ndc;
-	pos /= pos.w;
-	pos.w = 1.0;
-	return pos;
-}
+vec4 getPosition(vec2 pos_screen);
 
 void main() 
 {
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index ae5cb7cbc13..f626609fc24 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -54,12 +54,30 @@ uniform vec2 screen_res;
 
 vec3 decode_normal(vec2 enc);
 
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias;
+		
+	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+	
+	float cs = shadow2D(shadowMap, stc.xyz).x;
+	float shadow = cs;
+	
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+                       
+    return shadow*0.2;
+}
+
 float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
 {
     stc.xyz /= stc.w;
-    stc.z += shadow_bias;
-        
-    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+    stc.z += shadow_bias * bias_scale;
+ 
+    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
     
     float cs = shadow2D(shadowMap, stc.xyz).x;
     float shadow = cs;
@@ -96,7 +114,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
     float dp_directional_light = max(dp_sun,dp_moon);
           dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
 
-        vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
+    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
     vec3 offset = light_dir * (1.0-dp_directional_light);
     vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
 
@@ -116,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w;
+            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
@@ -128,7 +146,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
             w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-            shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w;
+            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
             weight += w;
         }
 
@@ -139,7 +157,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
             w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-            shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w;
+            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
             weight += w;
         }
 
@@ -150,7 +168,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
                 
-            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
             weight += w;
         }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 0de38a3d62f..f0b038cc936 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -74,31 +74,18 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
 vec3 scaleSoftClip(vec3 l);
 vec3 fullbrightScaleSoftClip(vec3 l);
 
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
-    vec2 sc = pos_screen.xy*2.0;
-    sc /= screen_res;
-    sc -= vec2(1.0,1.0);
-    vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-    vec4 pos = inv_proj * ndc;
-    pos /= pos.w;
-    pos.w = 1.0;
-    return pos;
-}
-
 vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
 
 void main() 
 {
-    vec2 tc = vary_fragcoord.xy;
-    float depth = texture2DRect(depthMap, tc.xy).r;
-    vec3 pos = getPositionWithDepth(tc, depth).xyz;
-    vec4 norm = texture2DRect(normalMap, tc);
-    float envIntensity = norm.z;
-    norm.xyz = decode_normal(norm.xy); // unpack norm
-        
-    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
+	vec2 tc = vary_fragcoord.xy;
+	float depth = texture2DRect(depthMap, tc.xy).r;
+	vec4 pos = getPositionWithDepth(tc, depth);
+	vec4 norm = texture2DRect(normalMap, tc);
+	float envIntensity = norm.z;
+	norm.xyz = decode_normal(norm.xy); // unpack norm
+		
+	float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
     float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
     float da = max(da_sun, da_moon);
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 6d65ee2add1..e98ab1f2ebc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,20 +35,15 @@ out vec4 frag_color;
 
 //class 1 -- no shadow, SSAO only
 
-uniform sampler2DRect depthMap;
 uniform sampler2DRect normalMap;
-uniform sampler2D noiseMap;
-
 
 // Inputs
 VARYING vec2 vary_fragcoord;
 
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
 vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
 float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
 
 void main() 
@@ -57,11 +52,11 @@ void main()
 	
 	//try doing an unproject here
 	
-	vec4 pos = getPosition(pos_screen);	
-	vec3 norm = getNorm(pos_screen);
-		
-	frag_color.r = 1.0;
-	frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen);
-	frag_color.b = 1.0; 
-	frag_color.a = 1.0;
+	vec4 pos  = getPosition(pos_screen);
+	vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy);
+
+	frag_color[0] = 1.0;
+	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+	frag_color[2] = 1.0; 
+	frag_color[3] = 1.0;
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 5f8f3114a1e..fc5756beef7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -35,208 +35,27 @@ out vec4 frag_color;
 
 //class 2, shadows, no SSAO
 
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
 // Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
 VARYING vec2 vary_fragcoord;
 
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
 uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
-uniform vec2 shadow_res;
 uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
 
 vec3 getNorm(vec2 pos_screen);
+vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
 
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
-
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-
-	stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-
-	float shadow = cs;
-
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
-			
-    return shadow*0.2;
-}
-
-float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
-	stc.xyz /= stc.w;
-	stc.z += spot_shadow_bias*scl;
-	stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	float shadow = cs;
-
-	vec2 off = 1.0/proj_shadow_res;
-	off.y *= 1.5;
-	
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
-        return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
 
 void main() 
 {
-	vec2 pos_screen = vary_fragcoord.xy;
-	
-	//try doing an unproject here
-	
-	vec4 pos  = getPosition(pos_screen);	
-	vec3 norm = getNorm(pos_screen);
-		
-	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
-	{
-		frag_color = vec4(0.0); // doesn't matter
-		return;
-	}*/
-	
-	float shadow  = 0.0;
-	float dp_sun  = dot(norm, normalize(sun_dir.xyz));
-	float dp_moon = dot(norm, normalize(moon_dir.xyz));
-	float dp_directional_light = max(dp_sun, dp_moon);
-        dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
-
-        vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir;	
-
-	vec3 shadow_pos = pos.xyz;
-	vec3 offset = light_direction.xyz * (1.0-dp_directional_light);
-	
-	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-	
-	if (spos.z > -shadow_clip.w)
-	{	
-		if (dp_directional_light == 0.0)
-		{
-			// 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
-			shadow = 0.0;
-		}
-		else
-		{
-			vec4 lpos;
-			
-			vec4 near_split = shadow_clip*-0.75;
-			vec4 far_split = shadow_clip*-1.25;
-			vec4 transition_domain = near_split-far_split;
-			float weight = 0.0;
-
-			if (spos.z < near_split.z)
-			{
-				lpos = shadow_matrix[3]*spos;
-				
-				float w = 1.0;
-				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-				shadow += pcfShadowLegacy(shadowMap3, lpos, 0.25, pos_screen)*w;
-				weight += w;
-				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-			}
-
-			if (spos.z < near_split.y && spos.z > far_split.z)
-			{
-				lpos = shadow_matrix[2]*spos;
-				
-				float w = 1.0;
-				w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-				w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-				shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w;
-				weight += w;
-			}
-
-			if (spos.z < near_split.x && spos.z > far_split.y)
-			{
-				lpos = shadow_matrix[1]*spos;
-
-				float w = 1.0;
-				w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-				w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-				shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w;
-				weight += w;
-			}
-
-			if (spos.z > far_split.x)
-			{
-				lpos = shadow_matrix[0]*spos;
-				
-				float w = 1.0;
-				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-				
-				shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w;
-				weight += w;
-			}
-		
-
-			shadow /= weight;
-
-			// take the most-shadowed value out of these two:
-			//  * the blurred sun shadow in the light (shadow) map
-			//  * an unblurred dot product between the sun and this norm
-			// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
-			shadow = min(shadow, dp_directional_light);
-			
-			//lpos.xy /= lpos.w*32.0;
-			//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
-			//{
-			//	shadow = 0.0;
-			//}
-			
-		}
-	}
-	else
-	{
-		// more distant than the shadow map covers
-		shadow = 1.0;
-	}
-	
-	frag_color[0] = shadow;
-	frag_color[1] = 1.0;
-	
-	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-	
-	//spotlight shadow 1
-	vec4 lpos = shadow_matrix[4]*spos;
-	frag_color[2] = pcfSpotShadowLegacy(shadowMap4, lpos, 0.8, pos_screen); 
-	
-	//spotlight shadow 2
-	lpos = shadow_matrix[5]*spos;
-	frag_color[3] = pcfSpotShadowLegacy(shadowMap5, lpos, 0.8, pos_screen); 
-
-	//frag_color.rgb = pos.xyz;
-	//frag_color.b = shadow;
+    vec2 pos_screen = vary_fragcoord.xy;
+    vec4 pos        = getPosition(pos_screen);
+    vec3 norm       = getNorm(pos_screen);
+
+    frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+    frag_color.g = 1.0f;
+    frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); 
+    frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 10ef1785da3..390f9fc9478 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -34,202 +34,25 @@ out vec4 frag_color;
 
 //class 2 -- shadows and SSAO
 
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
+// Inputs
 VARYING vec2 vary_fragcoord;
 
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-uniform float shadow_offset;
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
+vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
 vec3 getNorm(vec2 pos_screen);
 
+float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
 float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
-
-
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-
-	stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	
-	float shadow = cs;
-	
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-	         
-        return shadow*0.2;
-}
-
-float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
-	stc.xyz /= stc.w;
-	stc.z += spot_shadow_bias*scl;
-	stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-		
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	float shadow = cs;
-
-	vec2 off = 1.0/proj_shadow_res;
-	off.y *= 1.5;
-	
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
-	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
-        return shadow*0.2;
-}
 
 void main() 
 {
-	vec2 pos_screen = vary_fragcoord.xy;
-	
-	//try doing an unproject here
-	
-	vec4 pos  = getPosition(pos_screen);
-	vec3 norm = getNorm(pos_screen);
-		
-	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
-	{
-		frag_color = vec4(0.0); // doesn't matter
-		return;
-	}*/
-	
-	float shadow = 0.0;
-	float dp_sun = dot(norm, normalize(sun_dir.xyz));
-	float dp_moon = dot(norm, normalize(moon_dir.xyz));
-	float dp_directional_light = max(dp_sun, dp_moon);
-	dp_directional_light = max(0.0, dp_directional_light);
-
-        vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir;	
-
-	vec3 shadow_pos = pos.xyz;
-	vec3 offset = light_direction.xyz * (1.0-dp_directional_light);
-	
-	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-	
-	if (spos.z > -shadow_clip.w)
-	{	
-		if (dp_directional_light == 0.0)
-		{
-			// 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
-			shadow = 0.0;
-		}
-		else
-		{
-			vec4 lpos;
-
-			vec4 near_split = shadow_clip*-0.75;
-			vec4 far_split = shadow_clip*-1.25;
-			vec4 transition_domain = near_split-far_split;
-			float weight = 0.0;
-
-			if (spos.z < near_split.z)
-			{
-				lpos = shadow_matrix[3]*spos;
-				
-				float w = 1.0;
-				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-				shadow += pcfShadowLegacy(shadowMap3, lpos, 0.25, pos_screen)*w;
-				weight += w;
-				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-			}
-
-			if (spos.z < near_split.y && spos.z > far_split.z)
-			{
-				lpos = shadow_matrix[2]*spos;
-				
-				float w = 1.0;
-				w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-				w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-				shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w;
-				weight += w;
-			}
-
-			if (spos.z < near_split.x && spos.z > far_split.y)
-			{
-				lpos = shadow_matrix[1]*spos;
-				
-				float w = 1.0;
-				w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-				w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-				shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w;
-				weight += w;
-			}
-
-			if (spos.z > far_split.x)
-			{
-				lpos = shadow_matrix[0]*spos;
-								
-				float w = 1.0;
-				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-				
-				shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w;
-				weight += w;
-			}
-		
-
-			shadow /= weight;
-
-			// take the most-shadowed value out of these two:
-			//  * the blurred sun shadow in the light (shadow) map
-			//  * an unblurred dot product between the sun and this norm
-			// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
-			shadow = min(shadow, dp_directional_light);
-			
-			//lpos.xy /= lpos.w*32.0;
-			//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
-			//{
-			//	shadow = 0.0;
-			//}
-			
-		}
-	}
-	else
-	{
-		// more distant than the shadow map covers
-		shadow = 1.0;
-	}
-	
-	frag_color[0] = shadow;
-	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
-	
-	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-	
-	//spotlight shadow 1
-	vec4 lpos = shadow_matrix[4]*spos;
-	frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-	
-	//spotlight shadow 2
-	lpos = shadow_matrix[5]*spos;
-	frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
-
-	//frag_color.rgb = pos.xyz;
-	//frag_color.b = shadow;
+    vec2 pos_screen = vary_fragcoord.xy;
+    vec4 pos  = getPosition(pos_screen);
+    vec3 norm = getNorm(pos_screen);
+
+    frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+    frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen);
+    frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+    frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
 }
-- 
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