summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl35
1 files changed, 8 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index f9ebf33b4a..f6696e270c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -50,6 +50,7 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
+uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -140,40 +141,20 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0);
}
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
-vec3 getNorm(vec2 screenpos)
+vec4 getNorm(vec2 screenpos)
{
- vec2 enc = texture(normalMap, screenpos.xy).xy;
- 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;
-}
-
-vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
-{
- vec2 enc = packedNormalEnvIntensityFlags.xy;
- 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 normalize(n); // TODO: Is this normalize redundant?
+ return texture(normalMap, screenpos.xy);
}
// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
// See: C++: addDeferredAttachments(), GLSL: softenLightF
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
{
- vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
- n = getNormalFromPacked( packedNormalEnvIntensityFlags );
- envIntensity = packedNormalEnvIntensityFlags.z;
- return packedNormalEnvIntensityFlags;
+ vec4 norm = texture(normalMap, screenpos.xy);
+ n = norm.xyz;
+ envIntensity = texture(emissiveRect, screenpos.xy).r;
+
+ return norm;
}
// get linear depth value given a depth buffer sample d and znear and zfar values