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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl8
2 files changed, 14 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 63c819f941..4b4cb5c8ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -308,11 +308,13 @@ void main()
col *= diffuse.rgb;
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
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, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
@@ -320,13 +322,15 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
-
- //add environmentmap
+ }
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
max(envIntensity-diffuse.a*2.0, 0.0));
}
-
+
col = atmosLighting(col);
col = scaleSoftClip(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 8e638c64eb..5fb22c7f4d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -315,11 +315,13 @@ void main()
col *= diffuse.rgb;
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
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, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
@@ -327,8 +329,10 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
+ }
- //add environmentmap
+ if (envIntensity > 0.0)
+ { //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
max(envIntensity-diffuse.a*2.0, 0.0));