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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl16
1 files changed, 15 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 4a47311eb7..4bb01824bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -305,16 +305,24 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(0.9, ambient);
+ ambient = max(0.66, ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
+
+vec3 post_ambient = col.rgb;
+
col.rgb += sun_contrib;
+
+vec3 post_sunlight = col.rgb;
+
col.rgb *= diffuse.rgb;
+vec3 post_diffuse = col.rgb;
+
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
@@ -363,6 +371,8 @@ vec3 post_spec = col.rgb;
vec3 light = vec3(0,0,0);
+ vec3 prelight_linearish_maybe = col.rgb;
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, shadow);
LIGHT_LOOP(1)
@@ -375,6 +385,8 @@ vec3 post_spec = col.rgb;
col.rgb += light.rgb;
+vec3 postlight_linear = col.rgb;
+
glare = min(glare, 1.0);
float al = max(diffcol.a,glare)*vertex_color.a;
@@ -384,6 +396,8 @@ vec3 post_spec = col.rgb;
al = temp.a;
#endif
+//col.rgb = prelight_linearish_maybe;
+
col.rgb = linear_to_srgb(col.rgb);
frag_color.rgb = col.rgb;