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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl13
5 files changed, 62 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index d237ec6236..b3ab8fd510 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -68,6 +68,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+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 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -155,7 +166,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.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 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);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index af8089ce67..43fc5dbc5e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -69,6 +69,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+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 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -156,7 +167,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.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 147fb4562e..1e835ae49e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -65,6 +65,17 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+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(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -126,7 +137,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
+ nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 907b96ffe4..a995e9cba1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -66,6 +66,17 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+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(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -187,7 +198,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
+ nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;