diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 32 | 
1 files changed, 17 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index a95feb8e2f..987b0ca1d5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -107,16 +107,16 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 colorEmissive,                    float ao,                    vec3 additive, -                  vec3 atten); +                  vec3 atten, +                  out vec3 specContrib);  vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,                       float perceptualRoughness,                       float metallic,                      vec3 n, // normal                      vec3 v, // surface point to camera -                    vec3 l); //surface point to light - -vec2 BRDF(float NoV, float roughness); +                    vec3 l, //surface point to light +                    out vec3 specContrib);   vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,                       float perceptualRoughness,  @@ -127,7 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,                      vec3 lp, // light position                      vec3 ld, // light direction (for spotlights)                      vec3 lightColor, -                    float lightSize, float falloff, float is_pointlight, float ambiance) +                    float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance)  {      vec3 color = vec3(0,0,0); @@ -149,7 +149,10 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,          vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; -        color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); +        vec3 speccol; +        color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); +        speccol *= intensity; +        glare += max(max(speccol.r, speccol.g), speccol.b);      }      return color; @@ -158,6 +161,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,  void main()  {      vec3 color = vec3(0,0,0); +    float glare = 0.0;      vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir;      vec3  pos         = vary_position; @@ -224,15 +228,14 @@ void main()      vec3 v = -normalize(pos.xyz); -    color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - -    float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); -    vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); +    vec3 spec; +    color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); +    glare += max(max(spec.r, spec.g), spec.b);      vec3 light = vec3(0);      // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);      LIGHT_LOOP(1)      LIGHT_LOOP(2) @@ -246,11 +249,10 @@ void main()      float a = basecolor.a*vertex_color.a; -    vec3 spec = radiance; // *specularColor; -    float lum = max(max(spec.r, spec.g), spec.b); -    float f = brdf.y; -    a += f; +    glare = min(glare, 1.0); +    a = max(a, glare); +      frag_color = vec4(color.rgb,a);  } | 
