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authorGraham Linden <graham@lindenlab.com>2013-07-24 08:26:28 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-24 08:26:28 -0700
commit7e2c4cd91df9f8d696d77e21e58ba9937977ab3d (patch)
tree34ab385981f4693b5c2ef79d4697e5a8beaf6ff0
parent4854444e24e6e6629d0db30dd107f68535fd086e (diff)
NORSPEC-314 fix discrepancies between alpha and non-alpha deferred point/spot atten
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl36
1 files changed, 22 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index e836e9750f..ea6d22d9c2 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -85,7 +85,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
return vec3(a,a,a);
}
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -93,7 +93,9 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
//get distance
float d = length(lv);
- float da = 0.0;
+ float da = 1.0;
+
+ vec3 col = vec3(0);
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
@@ -102,20 +104,25 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
//distance attenuation
float dist = d/la;
- da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- da *= da;
- da *= 2.0;
-
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= max(dot(n, lv), 0.0);
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten,0.0);
+
+ col = light_col * lit * diffuse;
+
+ // no spec for alpha shader...
}
- return vec3(da,da,da);
+ return max(col, vec3(0.0,0.0,0.0));
}
#if HAS_SHADOW
@@ -321,15 +328,12 @@ void main()
color.rgb *= gamma_diff.rgb;
color.rgb = atmosLighting(color.rgb);
-
color.rgb = scaleSoftClip(color.rgb);
-
- color.rgb = srgb_to_linear(color.rgb);
col = vec4(0,0,0,0);
- #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
+ #define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
@@ -338,8 +342,12 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
+ // keep it linear
+ //
+ color.rgb = srgb_to_linear(color.rgb) + col.rgb;
+ // ramp directly to display gamma as we're POST-deferred
+ //
color.rgb = pow(color.rgb,vec3(display_gamma));
#ifdef WATER_FOG