Merged in Geenz/viewer-eep-shader-fixes (pull request #322)
Water plane rendering improvements Approved-by: Graham Madarasz <graham@lindenlab.com>meow-7.2.2
commit
14629ca3d6
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@ -134,7 +134,7 @@ void main()
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col += spec_contrib;
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}
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col = mix(col.rgb, diffuse.rgb, diffuse.a);
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col.rgb += diffuse.a * diffuse.rgb;
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if (envIntensity > 0.0)
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{ //add environmentmap
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@ -145,8 +145,10 @@ void main()
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if (norm.w < 0.5)
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{
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col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
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//col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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//col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
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col = atmosFragLighting(col, additive, atten);
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col = scaleSoftClipFrag(col);
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}
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#ifdef WATER_FOG
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@ -142,32 +142,23 @@ void main()
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vec4 baseCol = texture2D(refTex, refvec4);
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refcol = mix(baseCol*df2, refcol, dweight);
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//get specular component
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float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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spec = pow(spec, 128.0);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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vec4 pos = vary_position;
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color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClipFrag(color.rgb);
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//color.rgb = atmosTransport(color.rgb);
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//color.rgb = scaleSoftClipFrag(color.rgb) * 0;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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frag_data[0] = vec4(color.rgb, 1); // diffuse
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frag_data[1] = vec4(0); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
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frag_data[1] = vec4(specular * 0.4, 0.75); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
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}
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@ -146,7 +146,7 @@ void main()
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col += spec_contrib;
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}
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col = mix(col.rgb, diffuse.rgb, diffuse.a);
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col.rgb += diffuse.a * diffuse.rgb;
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if (envIntensity > 0.0)
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{ //add environmentmap
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@ -154,13 +154,13 @@ void main()
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vec3 refcol = textureCube(environmentMap, env_vec).rgb;
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col = mix(col.rgb, refcol, envIntensity);
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}
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vec3 a = col.rgb;
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if (norm.w < 0.5)
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{
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col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
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//col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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//col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
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col = atmosFragLighting(col, additive, atten);
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col = scaleSoftClipFrag(col);
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}
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#ifdef WATER_FOG
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