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authorGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
commitfb7c887a5e09024731038eef0a57e5f1e8e08b2e (patch)
tree9563119c9a44e03c642de828cb93e9399e1c4c35 /indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
parent446afe2d1a081a0e10a34749bbe1e4475075dae0 (diff)
More consistent lighting across ALM/non-ALM/deferred/forward rendering.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl19
1 files changed, 12 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9112b6afd3..c43b5b22bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -104,23 +104,28 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
-
+ dist_atten *= 2.0f;
+
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da = dot(n, lv);
+ //da = min(da, shadow);
da *= clamp(da, 0.0, 1.0);
-
+
float lit = max(da * dist_atten, 0.0);
+ // shadowmap is wrong for alpha-blended objs
+ // since we created shadowmaps for 2 but render N
+ //col = light_col*lit*diffuse*shadow;
col = light_col*lit*diffuse;
-
+
float amb_da = ambiance;
+ amb_da += (da*0.5) * (1.0 - shadow) * ambiance;
+ amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
amb_da *= dist_atten;
- amb_da += (da*0.5) * ambiance;
- amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@@ -135,10 +140,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
- float gtdenom = abs(2 * nh);
+ float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
- if (gtdenom > 0.0)
+ if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;