diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 17 | 
1 files changed, 12 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index fafecd57cc..a7dce5c7a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -264,8 +264,7 @@ void main()      tnorm = vary_normal;  #endif -    norm.xyz = tnorm; -    norm.xyz = normalize(norm.xyz); +    norm.xyz = normalize(tnorm.xyz);      vec2 abnormal   = encode_normal(norm.xyz); @@ -277,7 +276,14 @@ void main()      final_color.a = max(final_color.a, emissive_brightness); -    vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); +    // SL-11406 Fullbright: Object > Texture > Shininess > Environment Intensity +    // We can either modify the output environment intensity +    //   OR +    // adjust the final color via +    //     final_color *= 0.666666; +    // We remap the environment intensity to simulate what non-EEP is doing. +    float ei = env_intensity*0.5 + 0.5; +    vec4 final_normal = vec4(abnormal, ei, 0.0);      vec4 final_specular = spec;      final_specular.a = specular_color.a; @@ -316,8 +322,9 @@ void main()      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -    float da = dot(normalize(norm.xyz), normalize(light_dir.xyz)); -          da = clamp(da, -1.0, 1.0); +    float da = dot(norm.xyz, normalize(light_dir.xyz)); +    // Dot product is guaranteed to be in -1 < dot() < +1 range for normalized vectors +    //    da = clamp(da, -1.0, 1.0);      float final_da = da;            final_da = clamp(final_da, 0.0, 1.0); | 
