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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl78
1 files changed, 54 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
index 0bae10ca7d..1244294451 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -2,6 +2,24 @@
* @file softenLightMSF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -255,7 +273,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);
- vec3 fcol = vec3(0,0,0);
+ vec4 fcol = vec4(0,0,0,0);
vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
float ambocc = scol_ambocc.g;
@@ -270,38 +288,50 @@ void main()
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec4 spec = texelFetch(specularRect, itc, i);
+ vec3 col;
+ float bloom = 0.0;
+ if (diffuse.a < 0.9)
+ {
+ vec4 spec = texelFetch(specularRect, itc, i);
- float amb = 0;
+ float amb = 0;
- float scol = max(scol_ambocc.r, diffuse.a);
- amb += ambocc;
+ float scol = max(scol_ambocc.r, diffuse.a);
+ amb += ambocc;
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, ambocc);
+
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col *= diffuse.rgb;
- col *= diffuse.rgb;
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ 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;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
+ }
- if (spec.a > 0.0) // specular reflection
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+ }
+ else
{
- // the old infinite-sky shiny reflection
- //
- 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;
-
- // add the two types of shiny together
- col += dumbshiny * spec.rgb;
+ col = diffuse.rgb;
}
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- fcol += col;
+ fcol += vec4(col, bloom);
}
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
+ gl_FragColor = fcol/samples;
}