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path: root/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl17
1 files changed, 14 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index eafb7d9c75..de9b2cd0d1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -79,6 +79,17 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+vec3 decode_normal (vec2 enc)
+{
+ 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;
+}
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -279,8 +290,8 @@ void main()
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
- norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm
-
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy);
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
da = pow(da, 0.7);
@@ -320,7 +331,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(norm.a-diffuse.a*2.0, 0.0));
+ max(envIntensity-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);