diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 855d89ebe6..60952ea38e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; @@ -63,8 +65,8 @@ uniform vec3 env_mat[3]; //uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +uniform vec3 sun_dir; +VARYING vec2 vary_fragcoord; vec3 vary_PositionEye; @@ -146,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; setPositionEye(P); - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); @@ -283,7 +281,7 @@ void main() norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -304,8 +302,8 @@ void main() // the old infinite-sky shiny reflection // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -324,5 +322,6 @@ void main() } gl_FragColor.rgb = col; + gl_FragColor.a = bloom; } |