diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-02-28 19:37:42 +0000 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-02-28 19:37:42 +0000 | 
| commit | 5f846e4229c97e6540634dac89963d05d548ab24 (patch) | |
| tree | b906cc915d7486aad6d52840fab851ba91c0536b /indra/newview/app_settings/shaders/class1 | |
| parent | 44f0cadad8f51e33d6af49d7ef3b3e175bd5b8b2 (diff) | |
| parent | 823d8bce6034eaa748b65dfec3618d1283f1ec9d (diff) | |
Merged in SL-12638 (pull request #16)
SL-12638, further tweaking of normal-map lighting, add some de-saturation
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 14 | 
1 files changed, 13 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 2df683a5fd..eebb0a5fe5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -164,6 +164,14 @@ 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]; @@ -355,11 +363,15 @@ void main()  #endif  #if !defined(SUNLIGHT_KILL) -        color.rgb += eep_bump_gain * sun_contrib; +        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; +          float glare = 0.0;          if (spec.a > 0.0) // specular reflection | 
