diff options
| author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2022-05-31 01:58:09 +0300 |
|---|---|---|
| committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2022-05-31 01:58:09 +0300 |
| commit | 9b0569840f06137ee2379463f5028a5342c3555a (patch) | |
| tree | 279eaa517131fe4e073d8d9781e0b69e747a0bb9 /indra/newview/app_settings/shaders/class1/objects/previewV.glsl | |
| parent | 1e09d25d9ce8b7ec8da28ad5364d81c0faab9d0a (diff) | |
| parent | cdbd06e8ed6e3f4285a61f5c0b607a65dfdf8dfd (diff) | |
Merge branch 'master' into DRTVWR-544-maint
# Conflicts:
# indra/llprimitive/llmodel.cpp
# indra/llprimitive/llmodel.h
# indra/newview/llappviewer.cpp
# indra/newview/llappviewer.h
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/previewV.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 29 |
1 files changed, 3 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 4bb588335a..5886f47cbc 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -51,30 +51,6 @@ float calcDirectionalLight(vec3 n, vec3 l) return a; } - -float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float da = clamp(1.0/(la * d), 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= calcDirectionalLight(n, lv); - - return da; -} //==================================================================================================== @@ -91,7 +67,8 @@ void main() // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcLocalLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcLocalLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz); + col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz); + vertex_color = col*color; } |
