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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl20
1 files changed, 18 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 6e693bd33b..fb24927b26 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -190,7 +190,7 @@ void main()
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- vec2 abnormal = encode_normal(norm.xyz);
+ vec2 abnormal = encode_normal(norm.xyz);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
@@ -208,15 +208,23 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(0.9, ambient); // keeps shadows dark
+ ambient = max(0.66, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb *= ambient;
+
+vec3 post_ambient = color.rgb;
+
color.rgb += sun_contrib;
+
+vec3 post_sunlight = color.rgb;
+
color.rgb *= diff.rgb;
+vec3 post_diffuse = color.rgb;
+
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
@@ -224,6 +232,8 @@ void main()
vec4 light = vec4(0,0,0,0);
+vec3 prelight_linearish_maybe = color.rgb;
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w, shadow);
LIGHT_LOOP(1)
@@ -238,13 +248,19 @@ void main()
//
color.rgb += light.rgb;
+vec3 postlight_linear = color.rgb;
+
+color.rgb = prelight_linearish_maybe;
+
color.rgb = linear_to_srgb(color.rgb);
+
#endif
#ifdef WATER_FOG
color = applyWaterFogView(pos.xyz, color);
#endif
+
frag_color = color;
}