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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl4
2 files changed, 23 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index af903eeda8..bd0ad3bce8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -38,12 +38,20 @@ uniform sampler2D diffuseMap;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
+VARYING vec4 vary_position;
uniform samplerCube environmentMap;
vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@@ -52,20 +60,28 @@ void main()
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
-
color.rgb *= vertex_color.rgb;
+ vec3 pos = vary_position.xyz/vary_position.w;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+ float env_intensity = vertex_color.a;
+ color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
- color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
+ //color.rgb = srgb_to_linear(color.rgb);
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = 1.0;
- color.rgb = pow(color.rgb, vec3(1.0/2.2));
+ //color.rgb = linear_to_srgb(color.rgb);
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 34bd8d445a..8f6eb79668 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -45,7 +45,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-
+VARYING vec4 vary_position;
void main()
{
@@ -53,7 +53,7 @@ void main()
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);