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-rwxr-xr-xdoc/contributions.txt14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl29
3 files changed, 50 insertions, 22 deletions
diff --git a/doc/contributions.txt b/doc/contributions.txt
index d1355652e4..c9a382d455 100755
--- a/doc/contributions.txt
+++ b/doc/contributions.txt
@@ -483,12 +483,14 @@ Geenz Spad
STORM-1900
STORM-1905
NORSPEC-229
- BUG-226611
- BUG-226617
- BUG-226618
- BUG-226646
- BUG-226647
- BUG-226648
+ BUG-226611
+ BUG-226617
+ BUG-226618
+ BUG-226646
+ BUG-226647
+ BUG-226648
+ OPEN-339
+ BUG-226620
Gene Frostbite
GeneJ Composer
Geneko Nemeth
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index e22240727c..e44b441727 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -123,14 +123,27 @@ void main()
if (spec.a > 0.0) // specular reflection
{
- // the old infinite-sky shiny reflection
- float sa = dot(refnormpersp, light_dir.xyz);
- 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;
- col += spec_contrib;
+ 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 scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = sun_contrib*scol*spec.rgb;
+ speccol = max(speccol, vec3(0));
+ bloom = dot (speccol, speccol) / 2;
+ col += speccol;
+ }
}
col.rgb += diffuse.a * diffuse.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index c34bac79dd..7f1d518dd6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -136,14 +136,27 @@ void main()
if (spec.a > 0.0) // specular reflection
{
- // the old infinite-sky shiny reflection
- float sa = dot(refnormpersp, light_dir.xyz);
- vec3 dumbshiny = sunlit*scol*(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;
- col += spec_contrib;
+ 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 speccol = sun_contrib*scontrib*spec.rgb;
+ speccol = max(speccol, vec3(0));
+ bloom += dot (speccol, speccol) / 2;
+ col += speccol;
+ }
}
col.rgb += diffuse.a * diffuse.rgb;