NORSPEC-246 fix issues with normal encoding on precision-deprived hardware and remove haxors

master
Graham Madarasz 2013-06-09 20:55:02 -07:00
parent 75c4b50f88
commit 33a2608da5
13 changed files with 82 additions and 135 deletions

View File

@ -67,20 +67,16 @@ vec4 getPosition(vec2 pos_screen)
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -429,20 +429,16 @@ VARYING vec2 vary_texcoord0;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)
@ -692,13 +688,6 @@ void main()
#else
frag_data[0] = final_color;
#ifdef SINGLE_FP_ONLY
// "Not so HD" range on older cards; make it fit!
//
final_specular = final_specular * vec4(0.25f);
#endif
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif

View File

@ -59,20 +59,16 @@ uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -70,20 +70,16 @@ uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -57,20 +57,16 @@ uniform vec4 viewport;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -79,16 +79,18 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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-f/2;
return normalize(n);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec3 decode_normal (vec2 enc)

View File

@ -68,20 +68,16 @@ uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -52,20 +52,16 @@ uniform vec2 screen_res;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -71,20 +71,16 @@ uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -81,20 +81,16 @@ uniform vec2 screen_res;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -71,20 +71,16 @@ uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -68,20 +68,16 @@ uniform float spot_shadow_offset;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)

View File

@ -69,20 +69,16 @@ uniform float spot_shadow_offset;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
float f = sqrt(2 * n.z + 2);
return (n.xy / vec2(f)) + vec2(0.5f);
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,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);
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)