diff options
| author | Michael Pohoreski (Ptolemy Linden) <ptolemy@lindenlab.com> | 2019-11-21 05:25:18 +0000 | 
|---|---|---|
| committer | Michael Pohoreski (Ptolemy Linden) <ptolemy@lindenlab.com> | 2019-11-21 05:25:18 +0000 | 
| commit | e1ea2c2b1eda89cf08fc31d3d1970446daea1883 (patch) | |
| tree | 6396d3338bf87bdbc76e9d8d67938bbaba9693d6 | |
| parent | 4b205db468fd371dfe1bb30bb887e2ccbd7044ec (diff) | |
SL-11406 Fix fullbright to better match non-EEP. Minor optimization cleanup.
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 27 | 
1 files changed, 20 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 9505f2eb74..e640c2d7ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -264,8 +264,7 @@ void main()      tnorm = vary_normal;  #endif -    norm.xyz = tnorm; -    norm.xyz = normalize(norm.xyz); +    norm.xyz = normalize(tnorm.xyz);      vec2 abnormal   = encode_normal(norm.xyz); @@ -277,7 +276,20 @@ void main()      final_color.a = max(final_color.a, emissive_brightness); -    vec4 final_normal = vec4(abnormal, env_intensity, 0.0); +    // SL-11406 Fullbright: Object > Texture > Shininess > Environment Intensity = 1 +    // NOTE: There are two shaders that are used depending on the EI byte value: +    //     EI = 0        fullbright +    //     EI > 0 .. 255 material +    // When it is passed to us it is normalized. +    // We can either modify the output environment intensity +    //   OR +    // adjust the final color via: +    //     final_color *= 0.666666; +    // We remap the environment intensity to closely simulate what non-EEP is doing. +    //    At midnight the brightness is exact. +    //    At midday the brightness is very close. +    float ei = env_intensity*0.5 + 0.5; +    vec4 final_normal = vec4(abnormal, ei, 0.0);      vec4 final_specular = spec;      final_specular.a = specular_color.a; @@ -316,11 +328,11 @@ void main()      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -    float da = dot(normalize(norm.xyz), normalize(light_dir.xyz)); -          da = clamp(da, -1.0, 1.0); +    float da = dot(norm.xyz, normalize(light_dir.xyz)); +    // Dot product is guaranteed to be in -1 <= da <= +1 range for normalized vectors +    //    da = clamp(da, -1.0, 1.0); -    float final_da = da; -          final_da = clamp(final_da, 0.0, 1.0); +    float final_da = clamp(da, 0.0, 1.0);      float ambient = da;      ambient *= 0.5; @@ -458,3 +470,4 @@ vec3 post_atmo = color.rgb;  #endif  } + | 
