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authorGeenz <geenz@geenzo.com>2019-04-01 23:09:43 -0700
committerGeenz <geenz@geenzo.com>2019-04-01 23:09:43 -0700
commit558eaef3ea09ff560c1fead65f1d1b3b75b4bdc5 (patch)
tree9f2e5ddf80ec63596f5825bb54ea3b89439879dc /indra/newview/app_settings/shaders/class1
parent9b34751614cf67ceddcae6e67f751ab02519b6a5 (diff)
Make sure that atmospheric calcs aren't done twice.
The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl11
2 files changed, 6 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index a39a73f1b6..a04a24955e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -130,11 +130,11 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
+ bloom = dot(spec_contrib, spec_contrib) / 32;
col += spec_contrib;
}
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
+ col.rgb += diffuse.a * diffuse.rgb;
if (envIntensity > 0.0)
{ //add environmentmap
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index be5e3538a7..9a8a098a19 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -153,21 +153,18 @@ void main()
vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
-
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClipFrag(color.rgb);
+ //color.rgb = atmosTransport(color.rgb);
+ //color.rgb = scaleSoftClipFrag(color.rgb) * 0;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, 1); // diffuse
- frag_data[1] = vec4(0); // speccolor, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
+ frag_data[1] = vec4(specular, 0.75); // speccolor, spec
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}