From a4f27c1b5518cadff653d7e34cbe941d77b4f791 Mon Sep 17 00:00:00 2001 From: Jonathan Goodman Date: Thu, 10 May 2012 17:05:48 -0400 Subject: Unpack X, Y, and Z within the light shaders. Also some missing bits from terrainF and treeF. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0c53a4ffa5..c39ceddee6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -275,7 +275,7 @@ void main() float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); -- cgit v1.2.3