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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl1
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl15
3 files changed, 20 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 393074344b..9ce4d89df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -136,20 +136,15 @@ uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
#ifdef WATER_FOG
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-
uniform vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
-vec4 applyWaterFogDeferred(vec4 color)
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
{
//normalize view vector
- vec3 view = normalize(getPositionEye());
+ vec3 view = normalize(pos);
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
@@ -160,7 +155,7 @@ vec4 applyWaterFogDeferred(vec4 color)
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
- float depth = length(getPositionEye() - int_v);
+ float depth = length(pos - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
@@ -463,21 +458,6 @@ out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
-
-VARYING vec3 vary_position;
-
-#ifdef WATER_FOG
-vec3 vary_PositionEye;
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-void setPositionEye(vec3 e)
-{
- vary_PositionEye = e;
-}
-#endif
-
#endif
uniform sampler2D diffuseMap;
@@ -749,15 +729,18 @@ void main()
float al = max(diffcol.a,glare)*vertex_color.a;
#ifdef WATER_FOG
- frag_color = applyWaterFogDeferred(vec4(col.rgb, al));
-#else
+ vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
+ col.rgb = temp.rgb;
+ al = temp.a;
+#endif
+
frag_color.rgb = col.rgb;
frag_color.a = al;
-#endif
#else
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
-#endif%
+#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 154db09583..e44a6fcec8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -141,3 +141,4 @@ vary_normal = n;
#endif
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 1706d41da0..953f0189f0 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -133,6 +133,7 @@ vec3 getPositionEye()
{
return vary_PositionEye;
}
+
vec3 getSunlitColor()
{
return vary_SunlitColor;
@@ -182,10 +183,10 @@ uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
-vec4 applyWaterFogDeferred(vec4 color)
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
{
//normalize view vector
- vec3 view = normalize(getPositionEye());
+ vec3 view = normalize(pos);
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
@@ -196,7 +197,7 @@ vec4 applyWaterFogDeferred(vec4 color)
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
- float depth = length(getPositionEye() - int_v);
+ float depth = length(pos - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
@@ -435,13 +436,14 @@ void main()
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogDeferred(vec4(col, bloom));
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
+
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
col = srgb_to_linear(col);
@@ -450,6 +452,7 @@ void main()
//col.g = envIntensity;
}
- frag_color.rgb = col;
+ frag_color.rgb = col.rgb;
frag_color.a = bloom;
}
+