diff options
author | Oz Linden <oz@lindenlab.com> | 2013-06-13 11:45:54 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-06-13 11:45:54 -0400 |
commit | 1f2125cc1263bda3352e195654f963777d9926a6 (patch) | |
tree | b5d6b08a83b8e2807e08b2730bff4dcff96f3e8d /indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | |
parent | 7ad631e6eabaf48f33f4808293ed7ffde8240adb (diff) |
correct DOS line endings
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index cfce215faf..01e34ed792 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -66,38 +66,38 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-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;
-}
+#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +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; +} #endif vec4 getPosition(vec2 pos_screen) |