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authorMichael Pohoreski <ptolemy@lindenlab.com>2019-11-20 17:10:22 -0800
committerMichael Pohoreski <ptolemy@lindenlab.com>2019-11-20 17:10:22 -0800
commit4b205db468fd371dfe1bb30bb887e2ccbd7044ec (patch)
tree6d83efd5ebc0c2a462f33f1b385c5b415a93cb49 /indra/newview/app_settings
parent18eb8ac90ce409ba620f6fe8ff487e6195d9c3eb (diff)
parent24920de799c8e2dd26854923c7a10fc4a551dd5d (diff)
Merged lindenlab/viewer-eep into default
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl9
2 files changed, 11 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index fafecd57cc..9505f2eb74 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -277,13 +277,13 @@ void main()
final_color.a = max(final_color.a, emissive_brightness);
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec4 final_specular = spec;
final_specular.a = specular_color.a;
-#if HAS_SPECULAR_MAP
- final_specular.a *= norm.a;
+#ifdef HAS_SPECULAR_MAP
+ final_specular.a *= norm.a;
final_normal.z *= spec.a;
#endif
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index d2d839ed05..a06f4f22ad 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -51,7 +51,14 @@ vec3 atmosTransport(vec3 light)
vec3 fullbrightAtmosTransport(vec3 light)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
+ vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
+
+ // attenColor is an accurate fog-attenuated result for any brightness
+ // But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version
+ // of the color - effectively a fog 'burn-through' for very bright pixels. To more closely
+ // match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness
+ float preEepBright = dot(light.rgb, vec3(0.3333));
+ retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright);
}
vec3 fullbrightShinyAtmosTransport(vec3 light)