diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-03 08:47:13 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-03 08:47:13 -0700 |
commit | 906b0be675e5467665f65180924e6117700b4cbb (patch) | |
tree | 1974fe65c87890c6c2711f82a20088184c931b58 /indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | |
parent | c4032528aff8ef1938e897ec583bbf25a3e713e1 (diff) |
SL-11087, SL-11086, SL-11092
Fix sun/moon glow factor bustage.
Make darkness an option.
Fix moon fade shader logic getting confused when sun was below horizon.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ecb1d599de..0a189ff416 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -119,9 +119,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec //distance attenuation float dist = (la > 0) ? d/la : 1.0f; fa += 1.0f; - float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; + float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 0.0f; dist_atten *= dist_atten; - dist_atten *= 2.0; + dist_atten *= 2.2f; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -131,15 +131,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float lit = max(da * dist_atten,0.0); float amb_da = ambiance; - if (da > 0) + if (lit > 0) { col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - col.rgb += amb_da * 0.5 * light_col * diffuse; // no spec for alpha shader... |