diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 38 | 
2 files changed, 30 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 2745d5fd95..43ed41a205 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -26,7 +26,7 @@  ATTRIBUTE vec4 weight4;   -uniform mat4 matrixPalette[64]; +uniform mat4 matrixPalette[32];  mat4 getObjectSkinnedTransform()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a4eaac8483..599477ad9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -121,7 +121,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)  } -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -169,7 +169,13 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  			if (nh > 0.0)  			{  				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -				col += lit*scol*light_col.rgb*spec.rgb; +				vec3 speccol = lit*scol*light_col.rgb*spec.rgb; +				col += speccol; + +				float cur_glare = max(speccol.r, speccol.g); +				cur_glare = max(cur_glare, speccol.b); +				glare = max(glare, speccol.r); +				glare += max(cur_glare, 0.0);  				//col += spec.rgb;  			}  		} @@ -442,7 +448,7 @@ void main()  #endif  #if HAS_SPECULAR_MAP -	vec4 spec = texture2D(specularMap, vary_texcoord2.xy); +	vec4 spec = texture2D(specularMap, vary_texcoord2.xy)*specular_color;  #else  	vec4 spec = specular_color;  #endif @@ -472,7 +478,7 @@ void main()  	vec4 final_specular = spec;  #if HAS_SPECULAR_MAP  	//final_color.rgb *= 1 - spec.a * env_intensity; -	final_specular.rgb *= specular_color.rgb; +	//final_specular.rgb *= specular_color.rgb;  	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0);  	final_specular.a = specular_color.a * norm.a; @@ -577,6 +583,8 @@ void main()  	col.rgb *= diffuse.rgb; +			float glare = 0.0; +  			if (spec.a > 0.0) // specular reflection  			{  				// the old infinite-sky shiny reflection @@ -588,6 +596,10 @@ void main()  				// add the two types of shiny together  				vec3 spec_contrib = dumbshiny * spec.rgb;  				bloom = dot(spec_contrib, spec_contrib) / 6; + +				glare = max(spec_contrib.r, spec_contrib.g); +				glare = max(glare, spec_contrib.b); +  				col += spec_contrib;  			} @@ -595,8 +607,15 @@ void main()  			{  				//add environmentmap  				vec3 env_vec = env_mat * refnormpersp; -				col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,  +				vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2; + +				col = mix(col.rgb, refcol,   					max(envIntensity-diffuse.a*2.0, 0.0)); +				 +				float cur_glare = max(refcol.r, refcol.g); +				cur_glare = max(cur_glare, refcol.b); +				cur_glare *= envIntensity*4.0; +				glare += cur_glare;  			}  			col = atmosLighting(col); @@ -604,18 +623,19 @@ void main()  		vec3 npos = normalize(-pos.xyz); - #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); -		LIGHT_LOOP(1) +		/*LIGHT_LOOP(1)  		LIGHT_LOOP(2)  		LIGHT_LOOP(3)  		LIGHT_LOOP(4)  		LIGHT_LOOP(5)  		LIGHT_LOOP(6) -		LIGHT_LOOP(7) +		LIGHT_LOOP(7)*/  	frag_color.rgb = col.rgb; -	frag_color.a = diffcol.a*vertex_color.a; +	glare = min(glare, 1.0); +	frag_color.a = max(diffcol.a*vertex_color.a, glare);  #else  	frag_data[0] = final_color; | 
