diff options
| -rwxr-xr-x | doc/contributions.txt | 14 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 29 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 29 | 
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; | 
