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authorGraham Linden <graham@lindenlab.com>2019-05-23 09:58:33 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-23 09:58:33 -0700
commitd0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 (patch)
treeb84761e659eb528695b781cd973192c4b43634f1 /indra/newview/app_settings/shaders/class1/lighting
parent360b3230bbfbda7988eee84a8ed04fa1696ca70a (diff)
Add render debug controls for forcing disable of ambient, sun, and local light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl8
2 files changed, 12 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index cf635ffa3f..5e39d1629d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
+
+#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 761ac29ee2..0c3ea4231e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}