diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 69 |
1 files changed, 11 insertions, 58 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d28fc128b6..0829968dd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -95,19 +95,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe dist /= la; - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - if (dist > 0.0 && la > 0.0) { //normalize light vector @@ -273,7 +260,6 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE) final_color.a = diffuse_linear.a; - final_color.rgb = mix( diffuse_linear.rgb, final_color.rgb*0.5, diffuse_tap.a ); // SL-12171: Fix emissive texture portion being twice as bright. #endif final_color.a = max(final_color.a, emissive_brightness); @@ -295,17 +281,15 @@ void main() vec4 final_normal = vec4(abnormal, env_intensity, 0.0); vec3 color = vec3(0.0); - float al = 0.0; + float al = 0; +#ifdef HAS_SPECULAR_MAP if (emissive_brightness >= 1.0) { -#ifdef HAS_SPECULAR_MAP - // Note: We actually need to adjust all 4 channels not just .rgb - final_color *= 0.666666; -#endif - color.rgb = final_color.rgb; - al = vertex_color.a; + float ei = env_intensity*0.5 + 0.5; + final_normal = vec4(abnormal, ei, 0.0); } +#endif vec4 final_specular = spec; @@ -318,7 +302,6 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - if (emissive_brightness <= 1.0) { //forward rendering, output just lit RGBA vec3 pos = vary_position; @@ -348,33 +331,22 @@ void main() float da = dot(norm, normalize(light_dir)); da = clamp(da, 0.0, 1.0); // No negative light contributions - float ambient = da; - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); + // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle + float ambient = 1.0 - (0.25 * da * da); vec3 sun_contrib = min(da, shadow) * sunlit; -// vec3 debug_sun_contrib = sun_contrib; - #if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; #endif -//vec3 debug_post_ambient = color.rgb; - #if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; #endif -//vec3 debug_post_sunlight = color.rgb; - - //color.rgb *= diffuse_srgb.rgb; - color.rgb *= diffuse_linear.rgb; // SL-12006 - -//vec3 debug_post_diffuse = color.rgb; - + color.rgb *= diffuse_srgb.rgb; + float glare = 0.0; if (spec.a > 0.0) // specular reflection @@ -404,8 +376,6 @@ void main() } } -//vec3 debug_post_spec = color.rgb; - if (envIntensity > 0.0) { //add environmentmap @@ -422,15 +392,11 @@ void main() glare += cur_glare; } -//vec3 debug_post_env = color.rgb; - color = atmosFragLighting(color, additive, atten); //convert to linear space before adding local lights color = srgb_to_linear(color); -//vec3 debug_post_atmo = color.rgb; - vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); @@ -457,30 +423,17 @@ void main() // (only) post-deferred needs inline gamma correction color.rgb = linear_to_srgb(color.rgb); -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = debug_post_ambient; -//color.rgb = vec3(da); -//color.rgb = debug_sun_contrib; -//color.rgb = debug_post_sunlight; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = debug_post_diffuse; -//color.rgb = debug_post_spec; -//color.rgb = debug_post_env; -//color.rgb = debug_post_atmo; - #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); color.rgb = temp.rgb; al = temp.a; #endif - } // !fullbright + } frag_color.rgb = color.rgb; frag_color.a = al; -#else // if DIFFUSE_ALPHA_MODE_BLEND ... +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer // deferred path frag_data[0] = final_color; |