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authorDave Parks <davep@lindenlab.com>2013-05-07 17:11:47 -0500
committerDave Parks <davep@lindenlab.com>2013-05-07 17:11:47 -0500
commitb5ecd3865728e048be8bf394fc8d1a06a317d88f (patch)
treef5025e7585a1292bb1da2b41fa5f288b649300fa /indra/newview/app_settings/shaders/class1
parent9609fa72594dd71f8be6417b5a889cfac7112cfd (diff)
Fix for bad light map generation/sampling.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl14
1 files changed, 13 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index f400eb7a5b..c030c23515 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -64,11 +64,23 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
+
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture2DRect(lightMap, tc).rgba;