diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 30 |
1 files changed, 22 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 9505f2eb74..c23314a4b9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -264,8 +264,7 @@ void main() tnorm = vary_normal; #endif - norm.xyz = tnorm; - norm.xyz = normalize(norm.xyz); + norm.xyz = normalize(tnorm.xyz); vec2 abnormal = encode_normal(norm.xyz); @@ -277,7 +276,24 @@ void main() final_color.a = max(final_color.a, emissive_brightness); - vec4 final_normal = vec4(abnormal, env_intensity, 0.0); + // Texture + // [x] Full Bright Object + // Shininess (specular) + // [X] Texture + // Environment Intensity = 1 + // NOTE: There are two shaders that are used depending on the EI byte value: + // EI = 0 fullbright + // EI > 0 .. 255 material + // When it is passed to us it is normalized. + // We can either modify the output environment intensity + // OR + // adjust the final color via: + // final_color *= 0.666666; + // We remap the environment intensity to closely simulate what non-EEP is doing. + // At midnight the brightness is exact. + // At midday the brightness is very close. + float ei = env_intensity*0.5 + 0.5; + vec4 final_normal = vec4(abnormal, ei, 0.0); vec4 final_specular = spec; final_specular.a = specular_color.a; @@ -316,11 +332,8 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float da = dot(normalize(norm.xyz), normalize(light_dir.xyz)); - da = clamp(da, -1.0, 1.0); - - float final_da = da; - final_da = clamp(final_da, 0.0, 1.0); + float da = dot(norm.xyz, normalize(light_dir.xyz)); + float final_da = clamp(da, 0.0, 1.0); float ambient = da; ambient *= 0.5; @@ -458,3 +471,4 @@ vec3 post_atmo = color.rgb; #endif } + |