From 33c4d124ce60b2999efb73fc17dc996cb3c2a103 Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Thu, 6 May 2010 13:53:52 +0100
Subject: EXT-6912 FIXED Deferred Rendering - shiny objects look like a
 projection instead of a reflection

Disable screen-space shiny while I chew on it some more.
(transplanted from bde80560117295f6b3e61f9b47f3bdea826945ca)
---
 indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 +++
 indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 3 +++
 indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 3 +++
 3 files changed, 9 insertions(+)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index bf5dd4155c..ef61491826 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -286,6 +286,7 @@ void main()
 		float sa = dot(refnormpersp, vary_light.xyz);
 		vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
 
+		/*
 		// screen-space cheap fakey reflection map
 		//
 		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
@@ -325,6 +326,8 @@ void main()
 		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
 		vec3 ssshiny = (refprod * spec.a);
 		ssshiny *= 0.3; // dampen it even more
+		*/
+		vec3 ssshiny = vec3(0,0,0);
 
 		// add the two types of shiny together
 		col += (ssshiny + dumbshiny) * spec.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 28cfc6322e..bc84720b86 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -285,6 +285,7 @@ void main()
 		float sa = dot(refnormpersp, vary_light.xyz);
 		vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
 
+		/*
 		// screen-space cheap fakey reflection map
 		//
 		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
@@ -325,6 +326,8 @@ void main()
 		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
 		vec3 ssshiny = (refprod * spec.a);
 		ssshiny *= 0.3; // dampen it even more
+		*/
+		vec3 ssshiny = vec3(0,0,0);
 
 		// add the two types of shiny together
 		col += (ssshiny + dumbshiny) * spec.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 9f94b9e8ea..5298079af7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -288,6 +288,7 @@ void main()
 		float sa = dot(refnormpersp, vary_light.xyz);
 		vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
 
+		/*
 		// screen-space cheap fakey reflection map
 		//
 		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
@@ -329,6 +330,8 @@ void main()
 		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
 		vec3 ssshiny = (refprod * spec.a);
 		ssshiny *= 0.3; // dampen it even more
+		*/
+		vec3 ssshiny = vec3(0,0,0);
 
 		// add the two types of shiny together
 		col += (ssshiny + dumbshiny) * spec.rgb;
-- 
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