SL-11406 Fix fullbright to better match non-EEP. Minor optimization cleanup.
parent
4b205db468
commit
e1ea2c2b1e
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@ -264,8 +264,7 @@ void main()
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tnorm = vary_normal;
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#endif
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norm.xyz = tnorm;
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norm.xyz = normalize(norm.xyz);
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norm.xyz = normalize(tnorm.xyz);
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vec2 abnormal = encode_normal(norm.xyz);
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@ -277,7 +276,20 @@ void main()
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final_color.a = max(final_color.a, emissive_brightness);
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vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
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// SL-11406 Fullbright: Object > Texture > Shininess > Environment Intensity = 1
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// NOTE: There are two shaders that are used depending on the EI byte value:
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// EI = 0 fullbright
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// EI > 0 .. 255 material
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// When it is passed to us it is normalized.
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// We can either modify the output environment intensity
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// OR
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// adjust the final color via:
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// final_color *= 0.666666;
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// We remap the environment intensity to closely simulate what non-EEP is doing.
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// At midnight the brightness is exact.
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// At midday the brightness is very close.
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float ei = env_intensity*0.5 + 0.5;
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vec4 final_normal = vec4(abnormal, ei, 0.0);
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vec4 final_specular = spec;
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final_specular.a = specular_color.a;
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@ -316,11 +328,11 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float da = dot(normalize(norm.xyz), normalize(light_dir.xyz));
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da = clamp(da, -1.0, 1.0);
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float da = dot(norm.xyz, normalize(light_dir.xyz));
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// Dot product is guaranteed to be in -1 <= da <= +1 range for normalized vectors
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// da = clamp(da, -1.0, 1.0);
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float final_da = da;
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final_da = clamp(final_da, 0.0, 1.0);
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float final_da = clamp(da, 0.0, 1.0);
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float ambient = da;
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ambient *= 0.5;
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@ -458,3 +470,4 @@ vec3 post_atmo = color.rgb;
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#endif
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}
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