diff options
author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-26 09:07:08 +0000 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-26 09:07:08 +0000 |
commit | 42b7edb0f1d7e18fae87aa67cbcbca06e8ee1969 (patch) | |
tree | 3d107d961a6ce7f6a41e732318b8dc1f19af2169 /indra | |
parent | 8bf1ade40d3aa38fc2d39b2a8232eb4d9ad909bd (diff) |
screen-space reflections: remember to unbias the value from the depth map. don't use varying version of lightnorm for lighting the reflection-guess-point.
Diffstat (limited to 'indra')
3 files changed, 6 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7d57eaa13d..c78d7ece7e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -288,6 +288,7 @@ void main() // screen-space cheap fakey reflection map // + depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point @@ -301,7 +302,7 @@ void main() //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = max(dot(refn, vary_light.xyz), 0.0); + float reflit = max(dot(refn, lightnorm.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; vec3 ssshiny = (refprod * spec.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c5530c5f59..9305d77ddb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -287,6 +287,7 @@ void main() // screen-space cheap fakey reflection map // + depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point @@ -301,7 +302,7 @@ void main() //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, vary_light.xyz), 0.0), refshad); + float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; vec3 ssshiny = (refprod * spec.a); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 265fb437ec..262b34ede7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -290,6 +290,7 @@ void main() // screen-space cheap fakey reflection map // + depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point @@ -304,7 +305,7 @@ void main() //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, vary_light.xyz), 0.0), refshad); + float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; vec3 ssshiny = (refprod * spec.a); |