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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-02 15:46:47 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-02 15:46:47 +0100 |
commit | 1a4645b7fea37bb6e272b0a41cbf0f600f7a506a (patch) | |
tree | 42358b7d4b75f081c947ee2fe83daafa8027696d | |
parent | b41902d533f8064a9c185d28bfd28e2c9b078dcd (diff) |
ssreflections: perspective reflection for sunlight, planar reflection for ssreflection
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 25733e80d1..d00d3ed412 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -282,13 +282,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - //vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; |