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path: root/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl37
1 files changed, 27 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ddd69befc3..c88edd0a60 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -259,7 +259,8 @@ 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);
@@ -284,12 +285,14 @@ 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*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;
@@ -300,24 +303,38 @@ 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);
+ // get appropriate light strength for guess-point.
+ // 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;