diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 180 insertions, 50 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index a6b0f7e7c1..f7023be150 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -68,16 +68,42 @@ 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; -} +#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(2 * n.z + 2);
+ return (n.xy / vec2(f)) + vec2(0.5f);
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc - 0.5f;
+ float f = dot(fenc,fenc);
+ f = clamp(f,0.0f,1.0f);
+ float g = sqrt(1-f);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1.0f - (f * 0.5f);
+ return normalize(n);
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+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;
+}
+#endif vec4 correctWithGamma(vec4 col) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 31b2a32f7f..6e35641277 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,16 +78,42 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -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; -} +#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(2 * n.z + 2);
+ return (n.xy / vec2(f)) + vec2(0.5f);
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc - 0.5f;
+ float f = dot(fenc,fenc);
+ f = clamp(f,0.0f,1.0f);
+ float g = sqrt(1-f);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1.0f - (f * 0.5f);
+ return normalize(n);
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+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;
+}
+#endif vec4 getPosition_d(vec2 pos_screen, float depth) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 91ff1f1e76..0436c80710 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -68,16 +68,42 @@ 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; -} +#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(2 * n.z + 2);
+ return (n.xy / vec2(f)) + vec2(0.5f);
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc - 0.5f;
+ float f = dot(fenc,fenc);
+ f = clamp(f,0.0f,1.0f);
+ float g = sqrt(1-f);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1.0f - (f * 0.5f);
+ return normalize(n);
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+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;
+}
+#endif vec4 correctWithGamma(vec4 col) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index fa2f415e15..640701572d 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,16 +65,42 @@ 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; -} +#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(2 * n.z + 2);
+ return (n.xy / vec2(f)) + vec2(0.5f);
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc - 0.5f;
+ float f = dot(fenc,fenc);
+ f = clamp(f,0.0f,1.0f);
+ float g = sqrt(1-f);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1.0f - (f * 0.5f);
+ return normalize(n);
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+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;
+}
+#endif vec4 getPosition(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 847fea6c08..6db26cec4c 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -66,16 +66,42 @@ 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; -} +#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(2 * n.z + 2);
+ return (n.xy / vec2(f)) + vec2(0.5f);
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc - 0.5f;
+ float f = dot(fenc,fenc);
+ f = clamp(f,0.0f,1.0f);
+ float g = sqrt(1-f);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1.0f - (f * 0.5f);
+ return normalize(n);
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+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;
+}
+#endif vec4 getPosition(vec2 pos_screen) { |