diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-05-21 17:24:21 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-07-14 11:36:43 -0600 | 
| commit | 1e801c7eeaf6b37b08a647c1b55cb7298e16fce1 (patch) | |
| tree | 40c962e0ee33b2a758622363e508c196638d0a98 /indra/newview/app_settings/shaders | |
| parent | ff077375b2185d95117237c19f211ffacc5c9608 (diff) | |
SL-13163 - Fix (revert) EEP specular contribution calculation for deferred
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 34 | 
1 files changed, 4 insertions, 30 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index b0dff0c628..40f0f0448a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -127,42 +127,16 @@ void main()          if (spec.a > 0.0) // specular reflection          { - -#if 1 //EEP -            vec3 npos = -normalize(pos.xyz); - -            //vec3 ref = dot(pos+lv, norm); -            vec3 h = normalize(light_dir.xyz+npos); -            float nh = dot(norm.xyz, h); -            float nv = dot(norm.xyz, npos); -            float vh = dot(npos, h); -            float sa = nh; -            float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -            float gtdenom = 2 * nh; -            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -             -            if (nh > 0.0) -            { -                float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -                vec3 sp = sun_contrib*scontrib / 6.0; -                sp = clamp(sp, vec3(0), vec3(1)); -                bloom += dot(sp, sp) / 4.0; -                color += sp * spec.rgb; -            } -#else //PRODUCTION              float sa = dot(refnormpersp, light_dir.xyz); -            vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); -             +            vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r); +              // add the two types of shiny together              vec3 spec_contrib = dumbshiny * spec.rgb;              bloom = dot(spec_contrib, spec_contrib) / 6;              color.rgb += spec_contrib; -#endif -          } -        -       color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); + +        color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);          if (envIntensity > 0.0)          { //add environmentmap | 
