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path: root/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl33
1 files changed, 32 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 1aef971d3a..e5341386bd 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -44,9 +44,11 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
+vec3 legacy_adjust(vec3 c);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -316,6 +318,7 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output lit linear color
+ diffcol.rgb = legacy_adjust(diffcol.rgb);
diffcol.rgb = srgb_to_linear(diffcol.rgb);
spec.rgb = srgb_to_linear(spec.rgb);
spec.a = glossiness; // pack glossiness into spec alpha for lighting functions
@@ -357,6 +360,7 @@ void main()
float glare = 0.0;
+#if 0 //wrong implementation
if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
@@ -373,6 +377,32 @@ void main()
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
+#else //right implementation ported from pointLightF.glsl
+ if (glossiness > 0.0)
+ {
+ vec3 lv = light_dir.xyz;
+ vec3 h, l, v = -normalize(pos.xyz);
+ float nh, nl, nv, vh, lightDist;
+ vec3 n = norm.xyz;
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+
+ if (nl > 0.0 && nh > 0.0)
+ {
+ float lit = min(nl*6.0, 1.0);
+
+ float sa = nh;
+ float fres = pow(1 - vh, 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));
+
+ float scol = shadow*fres*texture2D(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl);
+ color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;
+ }
+
+ // add radiance map
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+ }
+#endif
color = mix(color.rgb, diffcol.rgb, emissive);
@@ -381,7 +411,8 @@ void main()
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env);
float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b);
- cur_glare *= env*4.0;
+ cur_glare = clamp(cur_glare, 0, 1);
+ cur_glare *= env;
glare += cur_glare;
}