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 | 31 |
1 files changed, 16 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index de2f74b681..618ea747f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -127,7 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 1.0; @@ -139,8 +139,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe lv = normalize(lv); //distance attenuation - float dist2 = d/la; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -321,9 +323,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(2.2)) * 2.2); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(2.2)) * 2.2); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(2.2)) * 2.2); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -617,8 +619,8 @@ void main() col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6); - col.rgb *= diffuse.rgb; + col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3)); + col.rgb *= old_diffcol.rgb; float glare = 0.0; @@ -647,9 +649,8 @@ void main() { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); @@ -660,13 +661,12 @@ void main() glare += cur_glare; } - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //convert to linear space before adding local lights + col = pow(col, vec3(2.2)); + vec3 npos = normalize(-pos.xyz); @@ -681,6 +681,7 @@ void main() LIGHT_LOOP(7) + //convert to gamma space for display on screen col.rgb = pow(col.rgb, vec3(1.0/2.2)); frag_color.rgb = col.rgb; |