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authorOz Linden <oz@lindenlab.com>2013-06-19 17:56:43 -0400
committerOz Linden <oz@lindenlab.com>2013-06-19 17:56:43 -0400
commit1108cd0e5c052176f9dacc69b04d702a06b744de (patch)
tree21b0be76071d28b165f99f57086ce9a16c79bb34 /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
parent2268bf38339178f93b317693c0a6808807301d64 (diff)
parent2655c7a17ae38a073dcf8f05b0127b68edc34c95 (diff)
merge changes for 3.6.0-release
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/terrainF.glsl8
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);
}