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authorGeenz <geenz@geenzo.com>2019-04-01 23:25:48 -0700
committerGeenz <geenz@geenzo.com>2019-04-01 23:25:48 -0700
commit6b54c48dff9a38a0a1410ed9bcd06d2667320df3 (patch)
tree538b6fdbaf1c9d5f593cdc752dc06f8a452c82b5 /indra/newview/app_settings/shaders
parent558eaef3ea09ff560c1fead65f1d1b3b75b4bdc5 (diff)
Scale the specular contribution to account for brighter highlights.
This is more or less to achieve the non-ALM bloom behavior in most circumstances. Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
3 files changed, 4 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index a04a24955e..cbeab3fc72 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -130,7 +130,7 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 32;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 9a8a098a19..c3c8683f6b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -142,13 +142,7 @@ void main()
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
+
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
@@ -165,6 +159,6 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, 1); // diffuse
- frag_data[1] = vec4(specular, 0.75); // speccolor, spec
+ frag_data[1] = vec4(specular * 0.4, 0.75); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 39776f1791..47fc20e256 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -142,7 +142,7 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 64;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}