merge
commit
536e90a2fa
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@ -270,14 +270,10 @@ void main()
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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calcAtmospherics(pos.xyz, ambocc);
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calcAtmospherics(pos.xyz, 1.0);
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vec3 col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
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col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
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col *= diffuse.rgb;
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@ -287,7 +283,7 @@ void main()
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
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/*
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// screen-space cheap fakey reflection map
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@ -1149,7 +1149,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredSoftenProgram.mShaderFiles.clear();
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gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
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{ //if using SSAO, take screen space light map into account as if shadows are enabled
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gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
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}
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success = gDeferredSoftenProgram.createShader(NULL, NULL);
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}
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