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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl81
2 files changed, 54 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 39ed9a6e82..c104dc884f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -86,6 +86,7 @@ void main()
color.a = final_alpha;
#endif
- frag_color = color;
+ frag_color.rgb = color.rgb;
+ frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index eebb0a5fe5..d28fc128b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,6 +95,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
dist /= la;
+ /* clip to projector bounds
+ vec4 proj_tc = proj_mat * lp;
+
+ if (proj_tc.z < 0
+ || proj_tc.z > 1
+ || proj_tc.x < 0
+ || proj_tc.x > 1
+ || proj_tc.y < 0
+ || proj_tc.y > 1)
+ {
+ return col;
+ }*/
+
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
@@ -164,14 +177,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
return max(col, vec3(0.0,0.0,0.0));
}
-// Q&D approximate RGB-space de-saturation, strength from 0 (no effect) to 1.0 (complete grey-scale)
-vec3 desat(vec3 color, float strength)
-{
- float primary_value = max(color.r, max(color.g, color.b));
- vec3 delta = strength * (vec3(primary_value)-color);
- return color + delta;
-}
-
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -247,11 +252,7 @@ void main()
vec3 norm = vec3(0);
float bmap_specular = 1.0;
- // Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped.
- float eep_bump_gain = 1.0;
-
#ifdef HAS_NORMAL_MAP
- eep_bump_gain = 1.75;
vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
norm = (bump_sample.xyz * 2) - vec3(1);
bmap_specular = bump_sample.w;
@@ -294,7 +295,7 @@ void main()
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
- float al = 1.0;
+ float al = 0.0;
if (emissive_brightness >= 1.0)
{
@@ -317,12 +318,7 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- if (emissive_brightness >= 1.0)
- {
- // fullbright = diffuse texture pass-through, no lighting
- frag_color = diffuse_srgb;
- }
- else
+ if (emissive_brightness <= 1.0)
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
@@ -352,25 +348,32 @@ void main()
float da = dot(norm, normalize(light_dir));
da = clamp(da, 0.0, 1.0); // No negative light contributions
- // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle
- float ambient = 1.0 - (0.25 * da * da);
+ float ambient = da;
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ vec3 sun_contrib = min(da, shadow) * sunlit;
- vec3 sun_contrib = additive + (min(da, shadow) * sunlit);
+// vec3 debug_sun_contrib = sun_contrib;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
+//vec3 debug_post_ambient = color.rgb;
+
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
+//vec3 debug_post_sunlight = color.rgb;
+
+ //color.rgb *= diffuse_srgb.rgb;
color.rgb *= diffuse_linear.rgb; // SL-12006
- // ad-hoc brighten and de-saturate (normal-mapped only), to match windlight - SL-12638
- color.rgb = desat(color.rgb, 0.33 * (eep_bump_gain - 1.0));
- color.rgb *= eep_bump_gain;
+//vec3 debug_post_diffuse = color.rgb;
float glare = 0.0;
@@ -378,6 +381,7 @@ void main()
{
vec3 npos = -normalize(pos.xyz);
+ //vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
@@ -400,6 +404,8 @@ void main()
}
}
+//vec3 debug_post_spec = color.rgb;
+
if (envIntensity > 0.0)
{
//add environmentmap
@@ -416,11 +422,15 @@ void main()
glare += cur_glare;
}
+//vec3 debug_post_env = color.rgb;
+
color = atmosFragLighting(color, additive, atten);
//convert to linear space before adding local lights
color = srgb_to_linear(color);
+//vec3 debug_post_atmo = color.rgb;
+
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
@@ -443,19 +453,32 @@ void main()
#endif
color = scaleSoftClipFrag(color);
-
+
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = debug_post_ambient;
+//color.rgb = vec3(da);
+//color.rgb = debug_sun_contrib;
+//color.rgb = debug_post_sunlight;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = debug_post_diffuse;
+//color.rgb = debug_post_spec;
+//color.rgb = debug_post_env;
+//color.rgb = debug_post_atmo;
+
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
color.rgb = temp.rgb;
al = temp.a;
#endif
+ } // !fullbright
- frag_color.rgb = color.rgb;
- frag_color.a = al;
- }
+ frag_color.rgb = color.rgb;
+ frag_color.a = al;
#else // if DIFFUSE_ALPHA_MODE_BLEND ...