diff options
25 files changed, 70 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 75df388941..afbe08a579 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -20,6 +20,7 @@ void main() gl_FragData[0] = vec4(diff.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 0fad5b4b50..d1c5d7cb19 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -37,7 +37,8 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 6e38caf5ef..2197744a37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -24,5 +24,6 @@ void main() gl_FragData[0] = vec4(col, 0.0); gl_FragData[1] = gl_Color.aaaa; // spec //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested - gl_FragData[2] = vec4(normalize(tnorm)*0.5+0.5, 0.0); + vec3 nvn = normalize(tnorm); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 112103956d..3803119cda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -15,5 +15,6 @@ void main() gl_FragData[0] = vec4(col, 0.0); gl_FragData[1] = gl_Color.aaaa; // spec //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested - gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index b351eec6e5..d4b153c4af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -159,7 +159,8 @@ void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm gl_FragData[0].xyz = giAmbient(pos, norm); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 797b9e9f3b..e1715eb4f9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -53,7 +53,8 @@ void main() discard; } - vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz*2.0-1.0); + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 78256e20cc..3aecbc5f23 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -55,7 +55,8 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float da = dot(norm, lv); if (da < 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 9612aee405..bd554c2d84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -38,10 +38,10 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -51,9 +51,10 @@ void main() for (int i = 0; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; + vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; + sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - float d = dot(norm.xyz, sampNorm); + float d = dot(norm.xyz, sampNorm); if (d > 0.8) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index ef61491826..bef91e735d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -259,7 +259,8 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).a; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, tc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -310,7 +311,8 @@ void main() texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + vec3 refn = texture2DRect(normalMap, ref2d).rgb; + refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); // darken reflections from points which face away from the reflected ray - our guess was a back-face diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index f320dbb400..1b95b253c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -68,7 +68,8 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 7450817ea7..cdbed4b791 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -114,7 +114,8 @@ void main() vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm gl_FragColor[0] = 1.0; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 3cccfb7202..fa0a60c98d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -29,6 +29,7 @@ void main() gl_FragData[0] = vec4(outColor.rgb, 0.0); gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2); - gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 258acee08c..5b33ea5bfe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -14,5 +14,6 @@ void main() vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index ceb7e0fb56..361ae8dc84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -137,5 +137,5 @@ void main() gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace + gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace } diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl index 0fad5b4b50..d1c5d7cb19 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl @@ -37,7 +37,8 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 02beddd43b..e32e9f4b32 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -31,7 +31,8 @@ float getDepth(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float depth = getDepth(vary_fragcoord.xy); vec2 tc = vary_fragcoord.xy; @@ -46,8 +47,12 @@ void main() de = step(depth_cutoff, de); vec2 ne; - ne.x = dot(texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb*2.0-1.0, norm); - ne.y = dot(texture2DRect(normalMap, tc+vec2(sc,sc)).rgb*2.0-1.0, norm); + vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; + nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm + ne.x = dot(nexnorm, norm); + vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; + neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm + ne.y = dot(neynorm, norm); ne = 1.0-ne; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5308e5bb1e..22ffb58c63 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -129,7 +129,8 @@ void main() shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index bc84720b86..fd6ae2b960 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -258,7 +258,8 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).a; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, tc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -310,7 +311,9 @@ void main() float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + vec3 refn = texture2DRect(normalMap, ref2d).rgb; + refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm + refn = normalize(refn); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); // darken reflections from points which face away from the reflected ray - our guess was a back-face diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index eeaecc157f..8a90199b7c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -82,7 +82,8 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 46db3c990c..195a20e9dd 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -104,8 +104,9 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm float displace = nmap4.w; - vec3 norm = nmap4.xyz*2.0-1.0; + vec3 norm = nmap4.xyz; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index a0dfc96f14..4e33a1af45 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -164,8 +164,9 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm float displace = nmap4.w; - vec3 norm = nmap4.xyz*2.0-1.0; + vec3 norm = nmap4.xyz; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index 7325825d6d..66606233cd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -44,7 +44,8 @@ float getDepth(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float depth = getDepth(vary_fragcoord.xy); vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; @@ -56,9 +57,10 @@ void main() for (int i = 0; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; - - float d = dot(norm.xyz, sampNorm); + vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; + sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm + + float d = dot(norm.xyz, sampNorm); if (d > 0.5) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 939710cb56..1b8354dbd1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -178,7 +178,8 @@ void main() float rad = gi_range*0.5; - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float dist = max(length(pos.xyz)-rad, 0.0); float da = clamp(1.0-dist/rad, 0.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 5298079af7..c88edd0a60 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -259,7 +259,8 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).a; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, tc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -314,7 +315,9 @@ void main() float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + vec3 refn = texture2DRect(normalMap, ref2d).rgb; + refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm + refn = normalize(refn); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); // darken reflections from points which face away from the reflected ray - our guess was a back-face diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 258acee08c..5b33ea5bfe 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -14,5 +14,6 @@ void main() vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } |