diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 2df683a5fd..eebb0a5fe5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -164,6 +164,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe return max(col, vec3(0.0,0.0,0.0)); } +// Q&D approximate RGB-space de-saturation, strength from 0 (no effect) to 1.0 (complete grey-scale) +vec3 desat(vec3 color, float strength) +{ + float primary_value = max(color.r, max(color.g, color.b)); + vec3 delta = strength * (vec3(primary_value)-color); + return color + delta; +} + #else #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -355,11 +363,15 @@ void main() #endif #if !defined(SUNLIGHT_KILL) - color.rgb += eep_bump_gain * sun_contrib; + color.rgb += sun_contrib; #endif color.rgb *= diffuse_linear.rgb; // SL-12006 + // ad-hoc brighten and de-saturate (normal-mapped only), to match windlight - SL-12638 + color.rgb = desat(color.rgb, 0.33 * (eep_bump_gain - 1.0)); + color.rgb *= eep_bump_gain; + float glare = 0.0; if (spec.a > 0.0) // specular reflection |