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author | Ptolemy <ptolemy@lindenlab.com> | 2020-02-25 11:34:23 -0800 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2020-02-25 13:25:15 -0800 |
commit | 22ec67975ccf7dd6da3dbddf94f503b14abee68e (patch) | |
tree | 3f757a79ad644a4efeb49dffd7e349cd873331aa | |
parent | 9d9b8901e4cb8f3e3d5eaf5beb76de6b00ec75e3 (diff) |
SL-12574: Simplify Direct Ambient
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 8 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 8 |
2 files changed, 4 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b1dce665a1..705cc2f04e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -81,11 +81,7 @@ void main() norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = dot(normalize(norm.xyz), 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 = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -108,7 +104,7 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = final_da * sunlit; + vec3 sun_contrib = da * sunlit; #if !defined(AMBIENT_KILL) color.rgb = amblit; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f49fad5517..593706867d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -85,11 +85,7 @@ void main() float scol = 1.0; vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float da = dot(normalize(norm.xyz), 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 = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -116,7 +112,7 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = min(scol, final_da) * sunlit; + vec3 sun_contrib = min(scol, da) * sunlit; #if !defined(AMBIENT_KILL) color.rgb = amblit; |