diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
5 files changed, 16 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1c5d3901f5..142b03e095 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,7 +71,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -155,7 +155,7 @@ void main() float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); 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; { diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 36854b0e66..9b69d8d855 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,7 +71,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -153,7 +153,7 @@ void main() vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index fc5756beef..8abdeae5ae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -42,7 +42,6 @@ uniform vec3 sun_dir; uniform float shadow_bias; vec3 getNorm(vec2 pos_screen); -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 390f9fc947..64d99bae2c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -37,7 +37,6 @@ out vec4 frag_color; // Inputs VARYING vec2 vary_fragcoord; -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); |