diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl | 41 |
1 files changed, 35 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 902746366d..607a8c6ef6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -25,24 +25,53 @@ /*[EXTRA_CODE_HERE]*/ + + +// generate a normal map using an approximation of the old emboss bump map "brightness/darkness" technique +// srcMap is a source color image, output should be a normal + out vec4 frag_color; -uniform sampler2D alphaMap; +uniform sampler2D srcMap; in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; uniform float norm_scale; +uniform int bump_code; + +#define BE_BRIGHTNESS 1 +#define BE_DARKNESS 2 + +// get luminance or inverse luminance depending on bump_code +float getBumpValue(vec2 texcoord) +{ + vec3 c = texture(srcMap, texcoord).rgb; + + vec3 WEIGHT = vec3(0.2995, 0.5875, 0.1145); + + float l = dot(c, WEIGHT); + + if (bump_code == BE_DARKNESS) + { + l = 1.0 - l; + } + + return l; +} + void main() { - float c = texture(alphaMap, vary_texcoord0).r; + float c = getBumpValue(vary_texcoord0); + + float scaler = 512.0; - vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); - vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); - vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); - vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); + vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0))-c)*scaler); + vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0))-c)*scaler); + vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY))-c)*scaler); + vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY))-c)*scaler); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); |