diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-06 16:38:06 +0000 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-11-06 16:38:06 +0000 |
commit | 8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (patch) | |
tree | fe13d4e2fca64318b8019906aa7525195c5ce159 /indra/newview/app_settings/shaders/class1/lighting | |
parent | e0a1b46e6129a0e6ca62efe18882889db96c572f (diff) |
Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
3 files changed, 0 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl index 85cddc647d..20e44d74d5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl @@ -23,14 +23,6 @@ * $/LicenseInfo$ */ - - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 7059ff31ae..10958025ac 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -29,7 +29,6 @@ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; @@ -44,7 +43,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 41288c21c1..569b629ef8 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -30,7 +30,6 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { @@ -38,7 +37,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.a = color.a; col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); |