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path: root/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl13
1 files changed, 7 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 60952ea38e..51110ae4df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -35,7 +35,6 @@ uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -60,9 +59,7 @@ uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
+uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
@@ -279,8 +276,7 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
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, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,6 +305,11 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib);
col += spec_contrib;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ max(spec.a-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);