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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.glsl52
2 files changed, 16 insertions, 39 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..0829968dd1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -164,14 +164,6 @@ 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 +239,7 @@ 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;
@@ -272,7 +260,6 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = diffuse_linear.a;
- final_color.rgb = mix( diffuse_linear.rgb, final_color.rgb*0.5, diffuse_tap.a ); // SL-12171: Fix emissive texture portion being twice as bright.
#endif
final_color.a = max(final_color.a, emissive_brightness);
@@ -294,17 +281,15 @@ void main()
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
- float al = 1.0;
+ float al = 0;
+#ifdef HAS_SPECULAR_MAP
if (emissive_brightness >= 1.0)
{
-#ifdef HAS_SPECULAR_MAP
- // Note: We actually need to adjust all 4 channels not just .rgb
- final_color *= 0.666666;
-#endif
- color.rgb = final_color.rgb;
- al = vertex_color.a;
+ float ei = env_intensity*0.5 + 0.5;
+ final_normal = vec4(abnormal, ei, 0.0);
}
+#endif
vec4 final_specular = spec;
@@ -317,12 +302,6 @@ 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
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
@@ -355,7 +334,7 @@ void main()
// 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);
- vec3 sun_contrib = additive + (min(da, shadow) * sunlit);
+ vec3 sun_contrib = min(da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
@@ -366,18 +345,15 @@ void main()
color.rgb += sun_contrib;
#endif
- 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;
-
+ color.rgb *= diffuse_srgb.rgb;
+
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
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);
@@ -443,7 +419,7 @@ void main()
#endif
color = scaleSoftClipFrag(color);
-
+
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
@@ -452,12 +428,12 @@ void main()
color.rgb = temp.rgb;
al = temp.a;
#endif
-
- frag_color.rgb = color.rgb;
- frag_color.a = al;
}
-#else // if DIFFUSE_ALPHA_MODE_BLEND ...
+ frag_color.rgb = color.rgb;
+ frag_color.a = al;
+
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color;