Merged in SL-12638 (pull request #13)
SL-12638, fix overly dark appearance of normal-mapped objects Approved-by: Andrey Kleshchev Approved-by: Michael Pohoreskimeow-7.2.2
commit
9d9b8901e4
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@ -86,7 +86,6 @@ void main()
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color.a = final_alpha;
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#endif
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frag_color.rgb = color.rgb;
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frag_color.a = color.a;
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frag_color = color;
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}
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@ -95,19 +95,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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dist /= la;
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/* clip to projector bounds
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vec4 proj_tc = proj_mat * lp;
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if (proj_tc.z < 0
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|| proj_tc.z > 1
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|| proj_tc.x < 0
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|| proj_tc.x > 1
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|| proj_tc.y < 0
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|| proj_tc.y > 1)
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{
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return col;
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}*/
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if (dist > 0.0 && la > 0.0)
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{
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//normalize light vector
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@ -252,7 +239,11 @@ void main()
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vec3 norm = vec3(0);
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float bmap_specular = 1.0;
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// Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped.
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float eep_bump_gain = 1.0;
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#ifdef HAS_NORMAL_MAP
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eep_bump_gain = 1.75;
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vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
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norm = (bump_sample.xyz * 2) - vec3(1);
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bmap_specular = bump_sample.w;
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@ -295,7 +286,7 @@ void main()
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vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
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vec3 color = vec3(0.0);
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float al = 0.0;
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float al = 1.0;
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if (emissive_brightness >= 1.0)
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{
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@ -318,7 +309,12 @@ void main()
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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if (emissive_brightness <= 1.0)
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if (emissive_brightness >= 1.0)
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{
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// fullbright = diffuse texture pass-through, no lighting
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frag_color = diffuse_srgb;
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}
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else
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{
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//forward rendering, output just lit RGBA
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vec3 pos = vary_position;
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@ -348,40 +344,28 @@ void main()
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float da = dot(norm, normalize(light_dir));
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da = clamp(da, 0.0, 1.0); // No negative light contributions
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float ambient = da;
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0 - ambient);
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// ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle
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float ambient = 1.0 - (0.25 * da * da);
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vec3 sun_contrib = min(da, shadow) * sunlit;
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// vec3 debug_sun_contrib = sun_contrib;
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vec3 sun_contrib = additive + (min(da, shadow) * sunlit);
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#if !defined(AMBIENT_KILL)
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color.rgb = amblit;
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color.rgb *= ambient;
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#endif
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//vec3 debug_post_ambient = color.rgb;
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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color.rgb += eep_bump_gain * sun_contrib;
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#endif
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//vec3 debug_post_sunlight = color.rgb;
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//color.rgb *= diffuse_srgb.rgb;
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color.rgb *= diffuse_linear.rgb; // SL-12006
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//vec3 debug_post_diffuse = color.rgb;
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float glare = 0.0;
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if (spec.a > 0.0) // specular reflection
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{
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vec3 npos = -normalize(pos.xyz);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(light_dir.xyz+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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@ -404,8 +388,6 @@ void main()
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}
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}
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//vec3 debug_post_spec = color.rgb;
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if (envIntensity > 0.0)
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{
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//add environmentmap
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@ -422,15 +404,11 @@ void main()
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glare += cur_glare;
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}
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//vec3 debug_post_env = color.rgb;
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color = atmosFragLighting(color, additive, atten);
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//convert to linear space before adding local lights
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color = srgb_to_linear(color);
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//vec3 debug_post_atmo = color.rgb;
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vec3 npos = normalize(-pos.xyz);
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vec3 light = vec3(0,0,0);
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@ -453,32 +431,19 @@ void main()
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#endif
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color = scaleSoftClipFrag(color);
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// (only) post-deferred needs inline gamma correction
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color.rgb = linear_to_srgb(color.rgb);
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//color.rgb = amblit;
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//color.rgb = vec3(ambient);
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//color.rgb = sunlit;
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//color.rgb = debug_post_ambient;
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//color.rgb = vec3(da);
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//color.rgb = debug_sun_contrib;
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//color.rgb = debug_post_sunlight;
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//color.rgb = diffuse_srgb.rgb;
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//color.rgb = debug_post_diffuse;
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//color.rgb = debug_post_spec;
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//color.rgb = debug_post_env;
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//color.rgb = debug_post_atmo;
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#ifdef WATER_FOG
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vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
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color.rgb = temp.rgb;
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al = temp.a;
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#endif
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} // !fullbright
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frag_color.rgb = color.rgb;
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frag_color.a = al;
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frag_color.rgb = color.rgb;
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frag_color.a = al;
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}
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#else // if DIFFUSE_ALPHA_MODE_BLEND ...
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