diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-03-04 19:52:50 +0000 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-03-04 19:52:50 +0000 | 
| commit | d2120bb28192504a3de76c0af15c5a04adffa206 (patch) | |
| tree | ac06fa2cd4206dbe06531947b0bfaf61d5f2d231 | |
| parent | c40dd9917ffa9711f883d2a3ea57855bb98a7e23 (diff) | |
| parent | 1ba0df9abe26a18f2c870210be9b8fe6a1c72699 (diff) | |
Merged in BUG-228263 (pull request #20)
BUG-228263, roll back several PRs that broke alpha blending
Approved-by: Michael Pohoreski
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 52 | 
2 files changed, 16 insertions, 39 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 39ed9a6e82..c104dc884f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -86,6 +86,7 @@ void main()  	color.a   = final_alpha;  #endif -	frag_color = color; +	frag_color.rgb = color.rgb; +	frag_color.a   = color.a;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index eebb0a5fe5..0829968dd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -164,14 +164,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe      return max(col, vec3(0.0,0.0,0.0));  } -// Q&D approximate RGB-space de-saturation, strength from 0 (no effect) to 1.0 (complete grey-scale) -vec3 desat(vec3 color, float strength) -{ -    float primary_value = max(color.r, max(color.g, color.b)); -    vec3 delta = strength * (vec3(primary_value)-color); -    return color + delta; -} -  #else  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -247,11 +239,7 @@ void main()      vec3 norm = vec3(0);      float bmap_specular = 1.0; -    // Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped. -    float eep_bump_gain = 1.0; -  #ifdef HAS_NORMAL_MAP -    eep_bump_gain = 1.75;      vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);      norm = (bump_sample.xyz * 2) - vec3(1);      bmap_specular = bump_sample.w; @@ -272,7 +260,6 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)      final_color.a = diffuse_linear.a; -    final_color.rgb = mix( diffuse_linear.rgb, final_color.rgb*0.5, diffuse_tap.a ); // SL-12171: Fix emissive texture portion being twice as bright.  #endif      final_color.a = max(final_color.a, emissive_brightness); @@ -294,17 +281,15 @@ void main()      vec4 final_normal = vec4(abnormal, env_intensity, 0.0);      vec3 color = vec3(0.0); -    float al   = 1.0; +    float al = 0; +#ifdef HAS_SPECULAR_MAP      if (emissive_brightness >= 1.0)      { -#ifdef HAS_SPECULAR_MAP -        // Note: We actually need to adjust all 4 channels not just .rgb -        final_color *= 0.666666; -#endif -        color.rgb = final_color.rgb; -        al        = vertex_color.a; +        float ei = env_intensity*0.5 + 0.5; +        final_normal = vec4(abnormal, ei, 0.0);      } +#endif      vec4 final_specular = spec; @@ -317,12 +302,6 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -    if (emissive_brightness >= 1.0) -    { -        // fullbright = diffuse texture pass-through, no lighting -        frag_color = diffuse_srgb; -    } -    else      {          //forward rendering, output just lit RGBA          vec3 pos = vary_position; @@ -355,7 +334,7 @@ void main()          // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle          float ambient = 1.0 - (0.25 * da * da); -        vec3 sun_contrib = additive + (min(da, shadow) * sunlit); +        vec3 sun_contrib = min(da, shadow) * sunlit;  #if !defined(AMBIENT_KILL)          color.rgb = amblit; @@ -366,18 +345,15 @@ void main()          color.rgb += sun_contrib;  #endif -        color.rgb *= diffuse_linear.rgb; // SL-12006 - -        // ad-hoc brighten and de-saturate (normal-mapped only), to match windlight - SL-12638 -        color.rgb = desat(color.rgb, 0.33 * (eep_bump_gain - 1.0)); -        color.rgb *= eep_bump_gain; - +        color.rgb *= diffuse_srgb.rgb; +                  float glare = 0.0;          if (spec.a > 0.0) // specular reflection          {              vec3 npos = -normalize(pos.xyz); +            //vec3 ref = dot(pos+lv, norm);              vec3 h = normalize(light_dir.xyz+npos);              float nh = dot(norm, h);              float nv = dot(norm, npos); @@ -443,7 +419,7 @@ void main()  #endif          color = scaleSoftClipFrag(color); -         +          // (only) post-deferred needs inline gamma correction          color.rgb = linear_to_srgb(color.rgb); @@ -452,12 +428,12 @@ void main()          color.rgb = temp.rgb;          al = temp.a;  #endif - -        frag_color.rgb = color.rgb; -        frag_color.a   = al;      } -#else // if DIFFUSE_ALPHA_MODE_BLEND ... +    frag_color.rgb = color.rgb; +    frag_color.a   = al; + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer       // deferred path      frag_data[0] = final_color; | 
