diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 34 |
1 files changed, 25 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 922a07c306..fd6ae2b960 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -258,7 +258,8 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).a; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + 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, vary_light.xyz), 0.0); @@ -281,12 +282,14 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + /* // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -297,24 +300,37 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); + ref2d += vec2(checkoffset, checkoffset); ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + + texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + vec3 refn = texture2DRect(normalMap, ref2d).rgb; + refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm + refn = normalize(refn); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); // darken reflections from points which face away from the reflected ray - our guess was a back-face //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); + ssshiny *= 0.3; // dampen it even more + */ + vec3 ssshiny = vec3(0,0,0); // add the two types of shiny together col += (ssshiny + dumbshiny) * spec.rgb; |