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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl69
1 files changed, 11 insertions, 58 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d28fc128b6..0829968dd1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,19 +95,6 @@ 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
@@ -273,7 +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);
@@ -295,17 +281,15 @@ void main()
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
- float al = 0.0;
+ 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;
@@ -318,7 +302,6 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- if (emissive_brightness <= 1.0)
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
@@ -348,33 +331,22 @@ void main()
float da = dot(norm, normalize(light_dir));
da = clamp(da, 0.0, 1.0); // No negative light contributions
- float ambient = da;
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
+ // 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 = 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
-
-//vec3 debug_post_diffuse = color.rgb;
-
+ color.rgb *= diffuse_srgb.rgb;
+
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
@@ -404,8 +376,6 @@ void main()
}
}
-//vec3 debug_post_spec = color.rgb;
-
if (envIntensity > 0.0)
{
//add environmentmap
@@ -422,15 +392,11 @@ 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);
@@ -457,30 +423,17 @@ void main()
// (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;
-#else // if DIFFUSE_ALPHA_MODE_BLEND ...
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color;