diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-29 11:11:05 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-04-29 11:11:05 -0700 |
commit | 0f83696585b8810c24d535432716215caf0c21e9 (patch) | |
tree | 25bcabd6ae10702922e887c701cde9eaf1a07335 /indra/newview/app_settings/shaders/class1/deferred | |
parent | eff7acfb1caaa092a88555fca752dc9aea11625e (diff) |
SL-10956, SL-10969
Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 15 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 18 |
2 files changed, 16 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 11fcb3e87a..1acb76bdd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -98,8 +98,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float da = 1.0; vec3 col = vec3(0); if (proj_tc.z < 0 - || proj_tc.x < 0 || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 || proj_tc.y < 0 || proj_tc.y > 1) { @@ -139,7 +140,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); +#ifndef NO_AMBIANCE col.rgb += amb_da * 0.5 * light_col * diffuse; +#endif // no spec for alpha shader... } @@ -260,17 +263,9 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) -vec3 light_linear = light.rgb; + color.rgb = linear_to_srgb(color.rgb); - // keep it linear - // color.rgb += light.rgb; - -vec3 postlight_linear = color.rgb; - -//color.rgb = light_linear; - - color.rgb = linear_to_srgb(color.rgb); #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index f21b7644bb..cbb7a04631 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -101,8 +101,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec4 proj_tc = proj_mat * lp; if (proj_tc.z < 0 - || proj_tc.x < 0 || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 || proj_tc.y < 0 || proj_tc.y > 1) { @@ -119,7 +120,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe fa += 1.0f; float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; dist_atten *= dist_atten; - dist_atten *= 2.0f; + + if (dist_atten <= 0) + { + return col; + } // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -141,7 +146,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe amb_da += (da*da*0.5+0.5) * ambiance; amb_da = min(amb_da, 1.0f - lit); +#ifndef NO_AMBIANCE col.rgb += amb_da * 0.5 * light_col * diffuse; +#endif if (spec.a > 0.0) { @@ -172,7 +179,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe } return max(col, vec3(0.0,0.0,0.0)); - } #else @@ -405,10 +411,6 @@ vec3 post_atmo = col.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) -vec3 light_linear = light.rgb; - - col.rgb += light_linear; - vec3 postlight_linear = col.rgb; glare = min(glare, 1.0); @@ -424,6 +426,8 @@ vec3 postlight_linear = col.rgb; col.rgb = linear_to_srgb(col.rgb); + col.rgb += light.rgb; + frag_color.rgb = col.rgb; frag_color.a = al; |