summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-05-28 14:36:00 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-28 14:36:00 -0700
commit3d9bd0fb8291ad3de4aaa20100149bd45680538b (patch)
tree48e7e9ea75a8d98d4e79bf49f0c7cf961a9afb76 /indra/newview/app_settings/shaders/class2
parent63ecb7325e77bf3ca568788a4557045054a4520b (diff)
SL-10969, SL-11073
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index 8795d69a3a..30ca88afd2 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -24,7 +24,7 @@
*/
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
@@ -40,8 +40,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
// 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], 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 = scaleDownLight(col.rgb);
#if defined(LOCAL_LIGHT_KILL)
@@ -50,6 +50,7 @@ i#endif
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+
#if !defined(SUNLIGHT_KILL)
col.rgb = min(col.rgb*color.rgb, 1.0);
#endif