diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-01 20:28:47 +0100 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-11-01 20:28:47 +0100 |
commit | 4f267a5723e7da2de36b9f2295e4942a4c8bf6c5 (patch) | |
tree | c186a8888794732f32bba406b7bb66b4cafd4d11 /indra/newview/app_settings/shaders/class3/deferred | |
parent | a67cf385d763325119f4d2a37beb96c9c6a80282 (diff) |
SL-9994
Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 18 |
1 files changed, 1 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index d2fd70c9e2..2615400e52 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -115,7 +115,6 @@ void main() float light_gamma = 1.0/1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space @@ -133,14 +132,6 @@ void main() float ambocc = scol_ambocc.g; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - //calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - //col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit); - col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -158,8 +149,7 @@ void main() bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; } - - + col = mix(col, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) @@ -169,12 +159,6 @@ void main() col = mix(col.rgb, refcol, envintensity); } - if (norm.w < 0.5) - { - //col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); - //col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); - } - #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; |