From 0938ce04f7d12439740285b61db3dd0bdadebb4f Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Wed, 1 May 2013 16:42:07 -0500
Subject: [PATCH] Fix up specular highlights and gamma correction for
 projectors.

---
 .../class1/deferred/multiPointLightF.glsl        |  1 +
 .../shaders/class1/deferred/multiSpotLightF.glsl | 14 ++++++++++++--
 .../shaders/class1/deferred/pointLightF.glsl     |  2 ++
 .../shaders/class1/deferred/spotLightF.glsl      |  1 +
 .../shaders/class1/objects/emissiveSkinnedV.glsl |  4 ----
 .../shaders/class2/deferred/multiSpotLightF.glsl | 16 +++++++++++++---
 .../shaders/class2/deferred/spotLightF.glsl      |  1 +
 7 files changed, 30 insertions(+), 9 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index db42a54e42b..338532e71d7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -137,6 +137,7 @@ void main()
 			
 			if (spec.a > 0.0)
 			{
+				lit = min(da*6.0, 1.0) * dist_atten;
 				//vec3 ref = dot(pos+lv, norm);
 				vec3 h = normalize(lv+npos);
 				float nh = dot(norm, h);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 893a92299aa..6675bfde697 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -78,9 +78,15 @@ vec3 decode_normal (vec2 enc)
     return n;
 }
 
+vec4 correctWithGamma(vec4 col)
+{
+	return vec4(pow(col.rgb, vec3(2.2)), col.a);
+}
+
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	ret = correctWithGamma(ret);
 	
 	vec2 dist = tc-vec2(0.5);
 	
@@ -96,7 +102,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
-	
+	ret = correctWithGamma(ret);
+
 	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
 	
 	float det = min(lod/(proj_lod*0.5), 1.0);
@@ -113,7 +120,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
 vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
-	
+	ret = correctWithGamma(ret);
+
 	vec2 dist = tc-vec2(0.5);
 	
 	float d = dot(dist,dist);
@@ -226,6 +234,8 @@ void main()
 	
 	if (spec.a > 0.0)
 	{
+		dlit *= min(da*6.0, 1.0) * dist_atten;
+
 		vec3 npos = -normalize(pos);
 
 		//vec3 ref = dot(pos+lv, norm);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 36406cbf57d..69cdb2ce718 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -119,6 +119,8 @@ void main()
 	vec4 spec = texture2DRect(specularRect, frag.xy);
 	if (spec.a > 0.0)
 	{
+		lit = min(da*6.0, 1.0) * dist_atten;
+
 		vec3 npos = -normalize(pos);
 		vec3 h = normalize(lv+npos);
 		float nh = dot(norm, h);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index b29f676eccf..c918a42c732 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -234,6 +234,7 @@ void main()
 
 	if (spec.a > 0.0)
 	{
+		dlit *= min(da*6.0, 1.0) * dist_atten;
 		vec3 npos = -normalize(pos);
 
 		//vec3 ref = dot(pos+lv, norm);
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index 8494ffba528..3dab224258b 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -50,9 +50,5 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 
-	vertex_color = emissive;
-	
 	gl_Position = projection_matrix*vec4(pos, 1.0);
-		
-	
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 9ddbb6da6a6..a6b0f7e7c1a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -79,10 +79,17 @@ vec3 decode_normal (vec2 enc)
     return n;
 }
 
+vec4 correctWithGamma(vec4 col)
+{
+	return vec4(pow(col.rgb, vec3(2.2)), col.a);
+}
+
+
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
-	
+	ret = correctWithGamma(ret);
+
 	vec2 dist = tc-vec2(0.5);
 	
 	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@@ -97,7 +104,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
-	
+	ret = correctWithGamma(ret);
+
 	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
 	
 	float det = min(lod/(proj_lod*0.5), 1.0);
@@ -114,7 +122,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
 vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
 {
 	vec4 ret = texture2DLod(projectionMap, tc, lod);
-	
+	ret = correctWithGamma(ret);
+
 	vec2 dist = tc-vec2(0.5);
 	
 	float d = dot(dist,dist);
@@ -243,6 +252,7 @@ void main()
 	if (spec.a > 0.0)
 	{
 		vec3 npos = -normalize(pos);
+		dlit *= min(da*6.0, 1.0) * dist_atten;
 
 		//vec3 ref = dot(pos+lv, norm);
 		vec3 h = normalize(lv+npos);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index aa964fa0a39..91ff1f1e765 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -248,6 +248,7 @@ void main()
 
 	if (spec.a > 0.0)
 	{
+		dlit *= min(da*6.0, 1.0) * dist_atten;
 		vec3 npos = -normalize(pos);
 
 		//vec3 ref = dot(pos+lv, norm);
-- 
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