diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 64 |
1 files changed, 31 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c5b1937cfb..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -64,13 +64,6 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif -#ifdef HAS_REFLECTION_PROBES -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); -void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -#endif - uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -329,16 +322,6 @@ void main() // lighting from the sun stays sharp float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); da = pow(da, 1.0 / 1.3); - vec3 sun_contrib = min(da, shadow) * sunlit; - -#ifdef HAS_REFLECTION_PROBES - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; - sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); - amblit = max(ambenv, amblit); - color.rgb = amblit; -#else color = amblit; @@ -350,8 +333,9 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); + vec3 sun_contrib = min(da, shadow) * sunlit; + color *= ambient; -#endif color += sun_contrib; @@ -361,6 +345,35 @@ void main() if (spec.a > 0.0) // specular reflection { + /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 + // Preserving the refactored version as a comment for potential reconsideration, + // overriding the general rule to avoid pollutiong the source with commented code. + // + // If you're reading this in 2021+, feel free to obliterate. + + 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 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; + } + */ + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -372,24 +385,10 @@ void main() glare = max(glare, spec_contrib.b); color += spec_contrib; - -#ifdef HAS_REFLECTION_PROBES - applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); -#endif } - color = mix(color.rgb, diffcol.rgb, diffuse.a); -#ifdef HAS_REFLECTION_PROBES - if (envIntensity > 0.0) - { // add environmentmap - //fudge darker - legacyenv *= 0.5*diffuse.a+0.5; - - applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); - } -#else if (envIntensity > 0.0) { //add environmentmap @@ -404,7 +403,6 @@ void main() cur_glare *= envIntensity*4.0; glare += cur_glare; } -#endif color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); |