diff options
Diffstat (limited to 'indra')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 33 | 
1 files changed, 10 insertions, 23 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d49ff72cf0..72c46e240d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -153,16 +153,12 @@ void main()  	vec2 refvec3 = distort+refdistort3/dmod_scale;  	vec4 refcol3 = texture2D(refTex, refvec3); -	refcol1.rgb = srgb_to_linear(refcol1.rgb); -	refcol2.rgb = srgb_to_linear(refcol2.rgb); -	refcol3.rgb = srgb_to_linear(refcol3.rgb); -  	vec4 refcol = refcol1 + refcol2 + refcol3;  	float df1 = df.x + df.y + df.z;  	refcol *= df1 * 0.333;  	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	//wavef.z *= max(-viewVec.z, 0.1); +	wavef.z *= max(-viewVec.z, 0.1);  	wavef = normalize(wavef);  	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -173,15 +169,13 @@ void main()  	float dweight = min(dist2*blurMultiplier, 1.0);  	vec4 baseCol = texture2D(refTex, refvec4); -	baseCol.rgb = srgb_to_linear(baseCol.rgb); -  	refcol = mix(baseCol*df2, refcol, dweight);  	//get specular component -	//float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);  	//harden specular -	//spec = pow(spec, 128.0); +	spec = pow(spec, 128.0);  	//figure out distortion vector (ripply)     	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -192,24 +186,17 @@ void main()  	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug  	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	float shadow = 1.0;  	vec4 pos = vary_position; -	 -	//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; -	vec4 spos = pos; -	//spec *= shadow; -	//color.rgb += spec * specular; -	 +	color.rgb += spec * specular; +  	color.rgb = atmosTransport(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	color.a = sunAngle2; +	color.a   = spec * sunAngle2; -	//wavef.z *= 0.1f; -	//wavef = normalize(wavef); -	vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; +	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); -	frag_data[0] = vec4(color.rgb, color.a); // diffuse -	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec -	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), screenspacewavef.z * 0.16, 0.0);// normalxyz, env intensity +	frag_data[0] = vec4(color.rgb, color); // diffuse +	frag_data[1] = vec4(0);		// speccolor, spec +	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0  } | 
