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author | Oz Linden <oz@lindenlab.com> | 2013-06-19 17:56:43 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-06-19 17:56:43 -0400 |
commit | 1108cd0e5c052176f9dacc69b04d702a06b744de (patch) | |
tree | 21b0be76071d28b165f99f57086ce9a16c79bb34 /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | |
parent | 2268bf38339178f93b317693c0a6808807301d64 (diff) | |
parent | 2655c7a17ae38a073dcf8f05b0127b68edc34c95 (diff) |
merge changes for 3.6.0-release
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index daf1cc7ea2..52a429465f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,6 +39,12 @@ VARYING vec3 vary_normal; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. @@ -56,6 +62,6 @@ void main() frag_data[0] = vec4(outColor.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); } |