Merge viewer-eep

meow-7.2.2
Ansariel 2019-12-13 18:19:06 +01:00
commit a329afa6bb
4 changed files with 43 additions and 12 deletions

View File

@ -576,9 +576,20 @@ static std::string get_object_log(GLhandleARB ret)
//dump shader source for debugging
void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text)
{
for (GLuint i = 0; i < shader_code_count; i++)
for (U32 i = 0; i < shader_code_count; i++)
{
GLcharARB *line = shader_code_text[i];
size_t len = strlen( line );
GLcharARB last = len > 0 ? line[len - 1] : 0;
// LL_ENDL already outputs a newline so temporarily strip off the end newline to prevent EVERY line outputting an (extra) blank line
if (last == '\n')
line[len - 1] = 0;
LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL;
if (last == '\n')
line[len - 1] = '\n';
}
LL_SHADER_LOADING_WARNS() << LL_ENDL;
}

View File

@ -264,8 +264,7 @@ void main()
tnorm = vary_normal;
#endif
norm.xyz = tnorm;
norm.xyz = normalize(norm.xyz);
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
@ -277,7 +276,28 @@ void main()
final_color.a = max(final_color.a, emissive_brightness);
// Texture
// [x] Full Bright Object
// Shininess (specular)
// [X] Texture
// Environment Intensity = 1
// NOTE: There are two shaders that are used depending on the EI byte value:
// EI = 0 fullbright
// EI > 0 .. 255 material
// When it is passed to us it is normalized.
// We can either modify the output environment intensity
// OR
// adjust the final color via:
// final_color *= 0.666666;
// We remap the environment intensity to closely simulate what non-EEP is doing.
// At midnight the brightness is exact.
// At midday the brightness is very close.
#ifdef HAS_SKIN
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
#else
float ei = env_intensity*0.5 + 0.5;
vec4 final_normal = vec4(abnormal, ei, 0.0);
#endif
vec4 final_specular = spec;
final_specular.a = specular_color.a;
@ -316,11 +336,8 @@ void main()
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float da = dot(normalize(norm.xyz), normalize(light_dir.xyz));
da = clamp(da, -1.0, 1.0);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
float da = dot(norm.xyz, normalize(light_dir.xyz));
float final_da = clamp(da, 0.0, 1.0);
float ambient = da;
ambient *= 0.5;
@ -458,3 +475,4 @@ vec3 post_atmo = color.rgb;
#endif
}

View File

@ -38,8 +38,9 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
return light * 2.0;
}
light *= atten.r;
light += additive;
// fullbright responds minimally to atmos scatter effects
light *= min(15.0 * atten.r, 1.0);
light += (0.1 * additive);
return light * 2.0;
}

View File

@ -38,8 +38,9 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
return light;
}
light *= atten.r;
light += additive;
// fullbright responds minimally to atmos scatter effects
light *= min(15.0 * atten.r, 1.0);
light += (0.1 * additive);
return light * 2.0;
}