diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c80e7fce18..4fd3e73336 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -62,7 +62,7 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); @@ -82,22 +82,22 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); // unpack norm + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); da = clamp(da, 0.0, 1.0); - da = pow(da, global_gamma + 0.3); + da = pow(da, global_gamma + 0.3); - vec4 diffuse = texture2DRect(diffuseRect, tc); - + vec4 diffuse = texture2DRect(diffuseRect, tc); + vec3 col; float bloom = 0.0; { |