diff options
author | Dave Parks <davep@lindenlab.com> | 2012-05-23 11:31:34 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2012-05-23 11:31:34 -0500 |
commit | f2c2b88033e912be00ba0c08bc7f074d6881d1d5 (patch) | |
tree | 31addeb630382be88502b938b4b7abf54ffda621 /indra/newview/app_settings/shaders/class1/deferred | |
parent | cea270c50aee7651c1746177f1121e8d25eb8569 (diff) |
MAINT-616 Much faster rendering of local lights when Lighting and Shadows enabled
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 5 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl | 10 |
2 files changed, 11 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index a5e04fba57..899446e283 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -42,12 +42,13 @@ uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; -uniform vec3 center; uniform vec3 color; uniform float falloff; uniform float size; VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; + uniform vec2 screen_res; uniform mat4 inv_proj; @@ -74,7 +75,7 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos; + vec3 lv = trans_center.xyz-pos; float dist2 = dot(lv,lv); dist2 /= size; if (dist2 > 1.0) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index cb14e6d4e8..9491421236 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -24,16 +24,22 @@ */ uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; +uniform vec3 center; +uniform float size; + VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec3 p = position*sqrt(size)+center; + vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); vary_fragcoord = pos; - + trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; gl_Position = pos; } |