diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-07-01 10:59:46 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-07-01 10:59:46 -0500 | 
| commit | d262ca32d3b80803595fcc3f61f008786125250d (patch) | |
| tree | ab7b8e13920b309321390f41c663b775f162b0c7 /indra/newview/app_settings/shaders/class1 | |
| parent | bd41392b7ec1dd90cd0039d87bbbef8beda1796a (diff) | |
| parent | 1c9a4fc080bee955b5b18750fe8de7c24a3f912f (diff) | |
Automated merge with https://bitbucket.org/lindenlab/viewer-cat
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
18 files changed, 125 insertions, 840 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 0899caa2af..b666b7b0d9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -61,6 +61,7 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; @@ -82,7 +83,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)  	return vec3(a,a,a);  } -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -92,16 +93,16 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float  	float da = 0.0; -	if (d > 0.0 && la > 0.0 && fa > 0.0) +//	if (d > 0.0 && la > 0.0 && fa > 0.0)  	{  		//normalize light vector -		lv = normalize(lv); +		lv /= d;  		//distance attenuation -		float dist = d/la; -		da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +		float dist = d*la; +		da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0);  		da *= da; -		da *= 1.4; +		da *= 2.0;  		// spotlight coefficient. @@ -112,7 +113,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float  		da *= max(dot(n, lv), 0.0);		  	} -	return vec3(da,da,da);	 +	return da;	  }  #if HAS_SHADOW @@ -138,6 +139,25 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  void main()   { +#ifdef USE_INDEXED_TEX +	vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + +#ifdef USE_VERTEX_COLOR +	float vertex_color_alpha = vertex_color.a;	 +#else +	float vertex_color_alpha = 1.0; +#endif + +	float alpha = vertex_color_alpha*diff.a; + +	vec4 gamma_diff = diff; + +	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); + +  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; @@ -210,21 +230,7 @@ void main()  	}  #endif -#ifdef USE_INDEXED_TEX -	vec4 diff = diffuseLookup(vary_texcoord0.xy); -#else -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -#endif  	vec4 gamma_diff = diff; - -	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); - -#ifdef USE_VERTEX_COLOR -	float vertex_color_alpha = vertex_color.a;	 -#else -	float vertex_color_alpha = 1.0; -#endif -	  	vec3 normal = vary_norm;   	vec3 l = light_position[0].xyz; @@ -243,6 +249,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); +	//convert to linear space  	color.rgb = pow(color.rgb, vec3(2.2));  	col = vec4(0,0,0,0); @@ -257,8 +264,9 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb; +	color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; +	//convert to gamma space  	color.rgb = pow(color.rgb, vec3(1.0/2.2));  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl deleted file mode 100755 index 2ce44d599f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ /dev/null @@ -1,150 +0,0 @@ -/**  - * @file alphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; -VARYING vec3 vary_norm; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = pow(max(dot(n,l),0.0), 0.7); -        return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(pow(dot(n, lv), 0.7), 0.0);		 -	} - -	return vec3(da,da,da);	 -} - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -void main()  -{ -	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -	frag *= screen_res; -	 -	vec4 pos = vec4(vary_position, 1.0); -	 -	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - -	vec3 n = vary_norm; -	vec3 l = light_position[0].xyz; -	vec3 dlight = calcDirectionalLight(n, l); -	dlight = dlight * vary_directional.rgb * vary_pointlight_col; - -	vec4 col = vec4(vary_ambient + dlight, vertex_color.a); -	vec4 color = diff * col; -	 -	color.rgb = atmosLighting(color.rgb); - -	color.rgb = scaleSoftClip(color.rgb); -	vec3 light_col = vec3(0,0,0); - -  #define LIGHT_LOOP(i) \ -	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - -	LIGHT_LOOP(1) -	LIGHT_LOOP(2) -	LIGHT_LOOP(3) -	LIGHT_LOOP(4) -	LIGHT_LOOP(5) -	LIGHT_LOOP(6) -	LIGHT_LOOP(7) - -	color.rgb += diff.rgb * vary_pointlight_col * light_col; - -	color.rgb = pow(color.rgb, vec3(1.0/2.2)); - -	frag_color = color; -	//frag_color = vec4(1,0,1,1); -	//frag_color = vec4(1,0,1,1)*shadow; -	 -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl deleted file mode 100755 index 1113a9845b..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ /dev/null @@ -1,92 +0,0 @@ -/**  - * @file alphaNonIndexedNoColorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; - -uniform mat4 inv_proj; - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -void main()  -{ -	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -	frag *= screen_res; -	 -	vec4 pos = vec4(vary_position, 1.0); -	 -	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - -	if (diff.a < minimum_alpha) -	{ -		discard; -	} - -	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); -	vec4 color = diff * col; -	 -	 -	color.rgb = atmosLighting(color.rgb); - -	color.rgb = scaleSoftClip(color.rgb); - -	color.rgb += diff.rgb * vary_pointlight_col.rgb; - -	frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl deleted file mode 100755 index 5f93986f1d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ /dev/null @@ -1,136 +0,0 @@ -/**  - * @file alphaSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm; - -uniform float near_clip; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = max(dot(n,l),0.0); -        return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 -	} - -	return da;	 -} - -void main() -{ -	vary_texcoord0 = texcoord0; -				 -	vec4 pos; -	vec3 norm; -	 -	mat4 trans = getObjectSkinnedTransform(); -	trans = modelview_matrix * trans; -	 -	pos = trans * vec4(position.xyz, 1.0); -	 -	norm = position.xyz + normal.xyz; -	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); -	vary_norm = norm; -	vec4 frag_pos = projection_matrix * pos; -	gl_Position = frag_pos; -	 -	vary_position = pos.xyz; -		 -	calcAtmospherics(pos.xyz); - -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); -	vary_pointlight_col = diffuse_color.rgb; -	col.rgb = vec3(0,0,0); - -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	 -	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = atmosAffectDirectionalLight(1); -	 -	col.rgb = col.rgb*diffuse_color.rgb; -	 -	vertex_color = col; - -	 -	 -	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 9d3ba564cd..cc63baa422 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -68,6 +68,7 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear;  #ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; @@ -79,43 +80,8 @@ VARYING vec3 vary_norm;  uniform float near_clip; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; -  uniform vec3 sun_dir; -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 -	} - -	return vec3(da,da,da);	 -} -  void main()  {  	vec4 pos; @@ -181,6 +147,7 @@ void main()  	vary_pointlight_col = diff; +	vary_pointlight_col_linear = pow(diff, vec3(2.2));  	col.rgb = vec3(0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index c8ddefac26..145cf524d4 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -71,18 +71,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  	vec3 lv = lp.xyz-v;  	//get distance -	float d = dot(lv,lv); +	float d = length(lv);  	float da = 0.0; -	if (d > 0.0 && la > 0.0 && fa > 0.0) +	//if (d > 0.0 && la > 0.0 && fa > 0.0)  	{  		//normalize light vector -		lv = normalize(lv); +		lv /= d;  		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +		float dist = d*la; +		da = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);  		// spotlight coefficient.  		float spot = max(dot(-ln, lv), is_pointlight); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl deleted file mode 100755 index d6149fcc32..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ /dev/null @@ -1,153 +0,0 @@ -/**  - * @file avatarAlphaV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -uniform float near_clip; - -uniform vec4 color; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = max(dot(n,l),0.0); -        return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 -	} - -	return da;	 -} - -void main() -{ -	vary_texcoord0 = texcoord0; -				 -	vec4 pos; -	vec3 norm; -	 -	mat4 trans = getSkinnedTransform(); -	vec4 pos_in = vec4(position.xyz, 1.0); -	pos.x = dot(trans[0], pos_in); -	pos.y = dot(trans[1], pos_in); -	pos.z = dot(trans[2], pos_in); -	pos.w = 1.0; -	 -	norm.x = dot(trans[0].xyz, normal); -	norm.y = dot(trans[1].xyz, normal); -	norm.z = dot(trans[2].xyz, normal); -	norm = normalize(norm); -		 -	vec4 frag_pos = projection_matrix * pos; -	gl_Position = frag_pos; -	 -	vary_position = pos.xyz; -	 -	calcAtmospherics(pos.xyz); - -	vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - -	// Collect normal lights -	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); -	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); -	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); -	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); -	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); -	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); -	 -	vary_pointlight_col = col.rgb*color.rgb; - -	col.rgb = vec3(0,0,0); - -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	 -	vary_ambient = col.rgb*color.rgb; -	vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); -	 -	col.rgb = col.rgb * color.rgb; -	 -	vertex_color = col; - -	 -	 -	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 968a5f6b3d..a4f54dff70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -59,22 +59,6 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -91,7 +75,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 618ea747f5..27bb43110b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -133,16 +133,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  	vec3 col = vec3(0,0,0); -	if (d > 0.0 && la > 0.0 && fa > 0.0) +	//if (d > 0.0 && la > 0.0 && fa > 0.0)  	{  		//normalize light vector -		lv = normalize(lv); +		lv /= d;  		//distance attenuation -		float dist = d/la; -		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +		float dist = d*la; +		float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);  		dist_atten *= dist_atten; -		dist_atten *= 1.4; +		dist_atten *= 2.0;  		// spotlight coefficient.  		float spot = max(dot(-ln, lv), is_pointlight); @@ -428,22 +428,6 @@ VARYING vec3 vary_normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -460,7 +444,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 868526d457..ed51e01a53 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,9 +45,8 @@ uniform float sun_wash;  uniform int light_count; -#define MAX_LIGHT_COUNT		16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT];  VARYING vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -56,22 +55,6 @@ uniform float far_z;  uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -88,7 +71,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 getPosition(vec2 pos_screen)  { @@ -122,73 +104,59 @@ void main()  	vec3 npos = normalize(-pos);  	// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop -	for (int i = 0; i < MAX_LIGHT_COUNT; ++i) +	for (int i = 0; i < LIGHT_COUNT; ++i)  	{ -		bool light_contrib = (i < light_count); -		  		vec3 lv = light[i].xyz-pos; -		float dist = length(lv); -		dist /= light[i].w; -		if (dist > 1.0) +		float d = length(lv); +		float dist = d * light[i].w; +		if (dist <= 1.0)  		{ -			light_contrib = false; -		} -		 -		float da = dot(norm, lv); -		if (da < 0.0) -		{ -			light_contrib = false; -		} -		 -		if (light_contrib) -		{ -			lv = normalize(lv); -			da = dot(norm, lv); +			float da = dot(norm, lv); +			if (da > 0.0) +			{ +				lv /= d; +				da = dot(norm, lv); -			float fa = light_col[i].a+1.0; -			float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -			dist_atten *= dist_atten; -			dist_atten *= 2.0; +				float fa = light_col[i].a+1.0; +				float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +				dist_atten *= dist_atten; +				dist_atten *= 2.0; -			dist_atten *= noise; +				dist_atten *= noise; -			float lit = da * dist_atten; +				float lit = da * dist_atten; -			vec3 col = light_col[i].rgb*lit*diff; +				vec3 col = light_col[i].rgb*lit*diff; -			//vec3 col = vec3(dist2, light_col[i].a, lit); +				//vec3 col = vec3(dist2, light_col[i].a, lit); -			if (spec.a > 0.0) -			{ -				lit = min(da*6.0, 1.0) * dist_atten; -				//vec3 ref = dot(pos+lv, norm); -				vec3 h = normalize(lv+npos); -				float nh = dot(norm, h); -				float nv = dot(norm, npos); -				float vh = dot(npos, h); -				float sa = nh; -				float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -				float gtdenom = 2 * nh; -				float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -								 -				if (nh > 0.0) +				if (spec.a > 0.0)  				{ -					float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -					col += lit*scol*light_col[i].rgb*spec.rgb; -					//col += spec.rgb; +					lit = min(da*6.0, 1.0) * dist_atten; +					//vec3 ref = dot(pos+lv, norm); +					vec3 h = normalize(lv+npos); +					float nh = dot(norm, h); +					float nv = dot(norm, npos); +					float vh = dot(npos, h); +					float sa = nh; +					float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + +					float gtdenom = 2 * nh; +					float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); +								 +					if (nh > 0.0) +					{ +						float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +						col += lit*scol*light_col[i].rgb*spec.rgb; +						//col += spec.rgb; +					}  				} -			} -			out_col += col; +				out_col += col; +			}  		}  	} -	if (dot(out_col, out_col) <= 0.0) -	{ -		discard; -	} -	  	frag_color.rgb = out_col;  	frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 97bf49a605..7d39ad7bc1 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -67,22 +67,6 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -99,7 +83,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 correctWithGamma(vec4 col)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index caf20ce707..f162f70592 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -35,7 +35,7 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform samplerCube environmentMap; -uniform sampler2D noiseMap; +//uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2DRect depthMap; @@ -54,22 +54,6 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  uniform vec4 viewport; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -86,7 +70,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 getPosition(vec2 pos_screen)  { @@ -110,64 +93,56 @@ void main()  	vec3 pos = getPosition(frag.xy).xyz;  	vec3 lv = trans_center.xyz-pos; -	float dist = length(lv); -	dist /= size; -	if (dist > 1.0) -	{ -		discard; -	} +	float d = length(lv); -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = decode_normal(norm.xy); // unpack norm -	float da = dot(norm, lv); -	if (da < 0.0) +	float dist = d*size; + +	vec3 col = vec3(0.0); +	if (dist <= 1.0)  	{ -		discard; -	} +		vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +		norm = decode_normal(norm.xy); // unpack norm +		float da = dot(norm, lv); -	norm = normalize(norm); -	lv = normalize(lv); -	da = dot(norm, lv); +		norm = normalize(norm); +		lv = normalize(lv); +		da = max(dot(norm, lv), 0.0); -	float noise = texture2D(noiseMap, frag.xy/128.0).b; +		//float noise = texture2D(noiseMap, frag.xy/128.0).b; -	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = falloff+1.0; -	float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -	dist_atten *= dist_atten; -	dist_atten *= 2.0; +		col = texture2DRect(diffuseRect, frag.xy).rgb; +		float fa = falloff+1.0; +		float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); +		dist_atten *= dist_atten; +		dist_atten *= 2.0; -	float lit = da * dist_atten * noise; +		float lit = da * dist_atten; // * noise; -	col = color.rgb*lit*col; +		col = color.rgb*lit*col; -	vec4 spec = texture2DRect(specularRect, frag.xy); -	if (spec.a > 0.0) -	{ -		lit = min(da*6.0, 1.0) * dist_atten; - -		vec3 npos = -normalize(pos); -		vec3 h = normalize(lv+npos); -		float nh = dot(norm, h); -		float nv = dot(norm, npos); -		float vh = dot(npos, h); -		float sa = nh; -		float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; -		float gtdenom = 2 * nh; -		float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - -		if (nh > 0.0) +		vec4 spec = texture2DRect(specularRect, frag.xy); +		if (spec.a > 0.0)  		{ -			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -			col += lit*scol*color.rgb*spec.rgb; +			lit = min(da*6.0, 1.0) * dist_atten; + +			vec3 npos = -normalize(pos); +			vec3 h = normalize(lv+npos); +			float nh = dot(norm, h); +			float nv = dot(norm, npos); +			float vh = dot(npos, h); +			float sa = nh; +			float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; +			float gtdenom = 2 * nh; +			float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); + +			if (nh > 0.0) +			{ +				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +				col += lit*scol*color.rgb*spec.rgb; +			}  		}  	} -	if (dot(col, col) <= 0.0) -	{ -		discard; -	} -		  	frag_color.rgb = col;	  	frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a5625fbc16..aeef09cf5f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -37,7 +37,7 @@ VARYING vec3 trans_center;  void main()  {  	//transform vertex -	vec3 p = position*size+center; +	vec3 p = position*1.f/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; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 08583ad0f2..f0d2746700 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -78,22 +78,6 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec3 decode_normal (vec2 enc)  {      vec2 fenc = enc*4-2; @@ -104,7 +88,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 getPosition_d(vec2 pos_screen, float depth)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 1975b18652..045d1a00cd 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -65,22 +65,6 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 correctWithGamma(vec4 col)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 6653f57ee1..c0a5865bef 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -49,22 +49,6 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ -	vec2 sn; -	sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); -	return sn; -} - -vec3 decode_normal (vec2 enc) -{ -	vec3 n; -	n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); -	n.z = sqrt(1.0f - dot(n.xy,n.xy)); -	return n; -} -#else  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -81,7 +65,6 @@ vec3 decode_normal (vec2 enc)      n.z = 1-f/2;      return n;  } -#endif  vec4 getPosition(vec2 pos_screen)  { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index a9288b3df6..dc0b989e34 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -45,7 +45,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  	lv *= 1.0/d;  	//distance attenuation -	float da = clamp(1.0/(la * d), 0.0, 1.0); +	float da = clamp(1.0/(1.f/la * d), 0.0, 1.0);  	// spotlight coefficient.  	float spot = max(dot(-ln, lv), is_pointlight); diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 7f3f84398b..c325a236d7 100755 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -91,8 +91,8 @@ 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*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); -	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); +	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], 1.f/light_attenuation[2].x, light_attenuation[2].z); +	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], 1.f/light_attenuation[3].x, light_attenuation[3].z);  	vertex_color = col*color;  } | 
