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); | 
