diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 34 |
1 files changed, 4 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index b0dff0c628..40f0f0448a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -127,42 +127,16 @@ void main() if (spec.a > 0.0) // specular reflection { - -#if 1 //EEP - 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 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - + 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; color.rgb += spec_contrib; -#endif - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); + + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap |