From bfe2377a9a3061094e3c1fa10bb0afed06cac709 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 7 Aug 2013 08:42:35 -0700 Subject: NORSPEC-342 WIP fix issues with skimpy clothes getting too skimpy in impostors --- .../shaders/class1/deferred/impostorF.glsl | 20 +++++++++++++++++--- 1 file changed, 17 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index d52744103f..d1eaabf901 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -38,6 +38,17 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; +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; +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -72,7 +83,10 @@ void main() discard; } - frag_data[0] = vec4(linear_to_srgb(col.rgb), col.a); - frag_data[1] = vec4(texture2D(specularMap, vary_texcoord0.xy)); - frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xy,0,0); + vec4 norm = texture2D(normalMap, vary_texcoord0.xy); + vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + + frag_data[0] = vec4(col.rgb, col.a); + frag_data[1] = spec; + frag_data[2] = vec4(norm.xy,0,0); } -- cgit v1.2.3