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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl2
4 files changed, 9 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 08baf98686..8627ab1852 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -40,12 +40,12 @@ uniform float kern_scale;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture(lightMap, tc).rgba;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 065fcec45a..f6696e270c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -141,31 +141,20 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0);
}
-vec3 getNorm(vec2 screenpos)
+vec4 getNorm(vec2 screenpos)
{
- return texture(normalMap, screenpos.xy).rgb;
-}
-
-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)
{
- n = texture(normalMap, screenpos.xy).rgb;
+ vec4 norm = texture(normalMap, screenpos.xy);
+ n = norm.xyz;
envIntensity = texture(emissiveRect, screenpos.xy).r;
- return vec4(n, envIntensity);
+ return norm;
}
// get linear depth value given a depth buffer sample d and znear and zfar values
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 55fc94b7f5..1d5f810cf3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -109,7 +109,7 @@ void main()
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(tnorm, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 025ecb64df..de4745c1c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -341,7 +341,7 @@ void main()
#endif
frag_data[0] = max(vec4(mix.col.xyz, 0.0), vec4(0)); // Diffuse
frag_data[1] = max(vec4(orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(tnorm, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, flags
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
}