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indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl

 	frag_data[0] = vec4(diff.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }
 

indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl

 	frag_data[1] = vertex_color.aaaa; // spec
 	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
 	vec3 nvn = normalize(tnorm);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }

indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl

 	frag_data[0] = vec4(col.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0); // spec
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }
 

indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl

 	frag_data[0] = vec4(col.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }

indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl

 	frag_data[0] = vec4(col.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0); // spec
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }
 

indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl

 	frag_data[1] = vertex_color.aaaa; // spec
 	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }
 

indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl

 	frag_data[1] = vertex_color.aaaa; // spec
 	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }

indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl

 	}
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = (norm.xyz-0.5)*2.0; // unpack norm
 	norm = normalize(norm);
 	vec4 spec = texture2DRect(specularRect, frag.xy);
 	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;

indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl

 	}
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = (norm.xyz-0.5)*2.0; // unpack norm
 	float da = dot(norm, lv);
 	if (da < 0.0)
 	{

indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl

 	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);
 	

indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl

 	vec4 pos = getPosition(pos_screen);
 	
 	vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = (norm.xyz-0.5)*2.0; // unpack norm
 		
 	frag_color[0] = 1.0;
 	frag_color[1] = calcAmbientOcclusion(pos, norm);

indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl

 	frag_data[0] = vec4(outColor.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }
 

indra/newview/app_settings/shaders/class1/deferred/treeF.glsl

 	frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
 	frag_data[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
-	frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
 }

indra/newview/app_settings/shaders/class1/deferred/waterF.glsl

 	
 	frag_data[0] = vec4(color.rgb, 0.5); // diffuse
 	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
-	frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
+	frag_data[2] = vec4(screenspacewavef.xyz*0.5+0.5, screenspacewavef.z*0.5); // normalxyz, displace
 }

indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl

 	}
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = (norm.xyz-0.5)*2.0; // unpack norm
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);

indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl

 	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);
 	

indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl

 	}
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = (norm.xyz-0.5)*2.0; // unpack norm
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);

indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl

 	vec4 pos = getPosition(pos_screen);
 	
 	vec4 nmap4 = texture2DRect(normalMap, pos_screen);
-	nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+	nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
 	float displace = nmap4.w;
 	vec3 norm = nmap4.xyz;
 	

indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl

 	vec4 pos = getPosition(pos_screen);
 	
 	vec4 nmap4 = texture2DRect(normalMap, pos_screen);
-	nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+	nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
 	float displace = nmap4.w;
 	vec3 norm = nmap4.xyz;