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| author | Graham Madarasz <graham@lindenlab.com> | 2013-06-09 20:55:02 -0700 |
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-06-09 20:55:02 -0700 |
| commit | 33a2608da5a85b01acbfcced10128a2c42760928 (patch) | |
| tree | 5df902a8125c730f4f970eefb1ceedc7a7c5f853 /indra/newview/app_settings/shaders/class2 | |
| parent | 75c4b50f88ead9f9a40e4154a9cf75621b6a1002 (diff) | |
NORSPEC-246 fix issues with normal encoding on precision-deprived hardware and remove haxors
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 30 insertions, 50 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f7023be150..db60c8ea51 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,20 +71,16 @@ uniform mat4 inv_proj; #ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
- float f = sqrt(2 * n.z + 2);
- return (n.xy / vec2(f)) + vec2(0.5f);
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
}
vec3 decode_normal (vec2 enc)
{
- vec2 fenc = enc - 0.5f;
- float f = dot(fenc,fenc);
- f = clamp(f,0.0f,1.0f);
- float g = sqrt(1-f);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1.0f - (f * 0.5f);
- return normalize(n);
+ 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)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 6e35641277..08b456dd96 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -81,20 +81,16 @@ uniform vec2 screen_res; #ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
- float f = sqrt(2 * n.z + 2);
- return (n.xy / vec2(f)) + vec2(0.5f);
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
}
vec3 decode_normal (vec2 enc)
{
- vec2 fenc = enc - 0.5f;
- float f = dot(fenc,fenc);
- f = clamp(f,0.0f,1.0f);
- float g = sqrt(1-f);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1.0f - (f * 0.5f);
- return normalize(n);
+ 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)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 0436c80710..4fc9a6ad87 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,20 +71,16 @@ uniform mat4 inv_proj; #ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
- float f = sqrt(2 * n.z + 2);
- return (n.xy / vec2(f)) + vec2(0.5f);
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
}
vec3 decode_normal (vec2 enc)
{
- vec2 fenc = enc - 0.5f;
- float f = dot(fenc,fenc);
- f = clamp(f,0.0f,1.0f);
- float g = sqrt(1-f);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1.0f - (f * 0.5f);
- return normalize(n);
+ 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)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 640701572d..c1ed32f7e7 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -68,20 +68,16 @@ uniform float spot_shadow_offset; #ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
- float f = sqrt(2 * n.z + 2);
- return (n.xy / vec2(f)) + vec2(0.5f);
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
}
vec3 decode_normal (vec2 enc)
{
- vec2 fenc = enc - 0.5f;
- float f = dot(fenc,fenc);
- f = clamp(f,0.0f,1.0f);
- float g = sqrt(1-f);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1.0f - (f * 0.5f);
- return normalize(n);
+ 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)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 6db26cec4c..8a029109a6 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -69,20 +69,16 @@ uniform float spot_shadow_offset; #ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
- float f = sqrt(2 * n.z + 2);
- return (n.xy / vec2(f)) + vec2(0.5f);
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
}
vec3 decode_normal (vec2 enc)
{
- vec2 fenc = enc - 0.5f;
- float f = dot(fenc,fenc);
- f = clamp(f,0.0f,1.0f);
- float g = sqrt(1-f);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1.0f - (f * 0.5f);
- return normalize(n);
+ 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)
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