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 | 47 |
1 files changed, 10 insertions, 37 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 41eb06126b..f0b038cc93 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -66,10 +66,7 @@ uniform vec2 screen_res; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); - vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -77,46 +74,26 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, vec3 scaleSoftClip(vec3 l); vec3 fullbrightScaleSoftClip(vec3 l); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - +vec4 getPositionWithDepth(vec2 pos_screen, float depth); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); // unpack norm + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); float final_da = clamp(da, 0.0, 1.0); - final_da = pow(final_da, global_gamma); + final_da = pow(final_da, global_gamma + 0.3); vec4 diffuse = texture2DRect(diffuseRect, tc); - //convert to gamma space - //diffuse.rgb = linear_to_srgb(diffuse.rgb); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; float bloom = 0.0; @@ -173,10 +150,6 @@ void main() col = fogged.rgb; bloom = fogged.a; #endif - - //col = srgb_to_linear(col); - //col = vec3(1,0,1); - //col.g = envIntensity; } frag_color.rgb = col.rgb; |