diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-07-27 01:04:53 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-07-27 01:04:53 -0500 | 
| commit | e16eb4ae4a73125bc4e74fc667aa99110ac77c29 (patch) | |
| tree | 14d873901a0027297271fc12194575eb8bdc61a2 /indra/newview/app_settings/shaders/class1 | |
| parent | e7474eb48d3f5627a781cc25c96d721aa08b9629 (diff) | |
SH-1990 Fix for redundantly applying some color scaling to sky and water (also add some snazzy specular bloom from the sun)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 93 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl | 28 | 
2 files changed, 48 insertions, 73 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 60082f40d6..d327216a0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -270,72 +270,41 @@ void main()  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -	calcAtmospherics(pos.xyz, 1.0); +	vec3 col; +	float bloom = 0.0; +	if (diffuse.a < 0.9) +	{ +		calcAtmospherics(pos.xyz, 1.0); +	 +		col = atmosAmbient(vec3(0)); +		col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); -	vec3 col = atmosAmbient(vec3(0)); -	col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); +		col *= diffuse.rgb; -	col *= diffuse.rgb; +		if (spec.a > 0.0) // specular reflection +		{ +			// the old infinite-sky shiny reflection +			// +			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +			float sa = dot(refnormpersp, vary_light.xyz); +			vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; +			 +			// add the two types of shiny together +			vec3 spec_contrib = dumbshiny * spec.rgb; +			bloom = dot(spec_contrib, spec_contrib); +			col += spec_contrib; +		} -	if (spec.a > 0.0) // specular reflection +		col = atmosLighting(col); +		col = scaleSoftClip(col); + +		col = mix(col.rgb, diffuse.rgb, diffuse.a); +	} +	else  	{ -		// the old infinite-sky shiny reflection -		// -		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(refnormpersp, vary_light.xyz); -		vec3 dumbshiny = vary_SunlitColor*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; -		// Offset the guess source a little according to a trivial -		// checkerboard dither function and spec.a. -		// This is meant to be similar to sampling a blurred version -		// of the diffuse map.  LOD would be better in that regard. -		// The goal of the blur is to soften reflections in surfaces -		// with low shinyness, and also to disguise our lameness. -		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); -		ref2d += vec2(checkoffset, checkoffset); -		ref2d += tc.xy; // use as offset from destination -		// Get attributes from the 2D guess point. -		// We average two samples of diffuse (not of anything else) per -		// pixel to try to reduce aliasing some more. -		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + -				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); -		float refdepth = texture2DRect(depthMap, ref2d).a; -		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -		vec3 refn = texture2DRect(normalMap, ref2d).rgb; -		refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm -		// figure out how appropriate our guess actually was -		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -		// darken reflections from points which face away from the reflected ray - our guess was a back-face -		//refapprop *= step(dot(refnorm, refn), 0.0); -		refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant -		// get appropriate light strength for guess-point. -		// reflect light direction to increase the illusion that -		// these are reflections. -		vec3 reflight = reflect(lightnorm.xyz, norm.xyz); -		float reflit = max(dot(refn, reflight.xyz), 0.0); -		// apply sun color to guess-point, dampen according to inappropriateness of guess -		float refmod = min(refapprop, reflit); -		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; -		vec3 ssshiny = (refprod * spec.a); -		ssshiny *= 0.3; // dampen it even more -		*/ -		vec3 ssshiny = vec3(0,0,0); - -		// add the two types of shiny together -		col += (ssshiny + dumbshiny) * spec.rgb; +		col = diffuse.rgb;  	} -	 -	col = atmosLighting(col); -	col = scaleSoftClip(col); -		 +  	gl_FragColor.rgb = col; -	gl_FragColor.a = 0.0; +	gl_FragColor.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl index 9dfacfb520..2cce43e2bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -266,7 +266,7 @@ void main()  	vec2 tc = vary_fragcoord.xy;  	ivec2 itc = ivec2(tc); -	vec3 fcol = vec3(0,0,0); +	vec4 fcol = vec4(0,0,0,0);  	for (int i = 0; i < samples; ++i)  	{ @@ -280,17 +280,16 @@ void main()  		float da = max(dot(norm.xyz, vary_light.xyz), 0.0);  		vec4 diffuse = texelFetch(diffuseRect, itc, i); -		if (diffuse.a >= 1.0) -		{ -			fcol += diffuse.rgb; -		} -		else +		vec3 col; +		float bloom = 0.0; + +		if (diffuse.a < 0.9)  		{  			vec4 spec = texelFetch(specularRect, itc, i);  			calcAtmospherics(pos.xyz, 1.0); -			vec3 col = atmosAmbient(vec3(0)); +			col = atmosAmbient(vec3(0));  			col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));  			col *= diffuse.rgb; @@ -304,15 +303,22 @@ void main()  				vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;  				// add the two types of shiny together -				col += dumbshiny * spec.rgb; +				vec3 spec_contrib = dumbshiny * spec.rgb; +				bloom = dot(spec_contrib, spec_contrib); +				col += spec_contrib;  			}  			col = atmosLighting(col);  			col = scaleSoftClip(col); -			fcol += col; +			col = mix(col, diffuse.rgb, diffuse.a);  		} +		else +		{ +			col = diffuse.rgb; +		} + +		fcol += vec4(col, bloom);  	} -	gl_FragColor.rgb = fcol.rgb/samples; -	gl_FragColor.a = 0.0; +	gl_FragColor = fcol/samples;  } | 
