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authorDave Parks <davep@lindenlab.com>2011-11-29 17:13:11 -0600
committerDave Parks <davep@lindenlab.com>2011-11-29 17:13:11 -0600
commit45d3e147aca316df59506053c4de5f4239287ee7 (patch)
tree749b27ded8b9d114031e728793d3950645d14715 /indra/newview
parent893b5e16b81ead08ef22b03594e0a835df525778 (diff)
SH-1912 Add environment map back into shiny when lighting and shadows enabled.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl10
-rw-r--r--indra/newview/pipeline.cpp5
3 files changed, 14 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 60952ea38e..267c9bdaa5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -35,7 +35,6 @@ uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -60,9 +59,7 @@ uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
+uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
@@ -279,8 +276,7 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
+
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,6 +305,10 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib);
col += spec_contrib;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col += textureCube(environmentMap, env_vec).rgb * max(spec.a-diffuse.a-0.2, 0.0);
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index eb367d4ad6..d905e76df8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -34,7 +34,6 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform vec3 gi_quad;
@@ -60,7 +59,7 @@ uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
+uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
@@ -279,8 +278,7 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
+
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -315,6 +313,10 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib);
col += spec_contrib;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col += textureCube(environmentMap, env_vec).rgb * max(spec.a-diffuse.a-0.2, 0.0);
}
col = atmosLighting(col);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 12bec90881..657cdc0e07 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7108,13 +7108,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
cube_map->enable(channel);
cube_map->bind();
F32* m = gGLModelView;
-
-
+
F32 mat[] = { m[0], m[1], m[2],
m[4], m[5], m[6],
m[8], m[9], m[10] };
- shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat);
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
}
}