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authorGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
commitfb7c887a5e09024731038eef0a57e5f1e8e08b2e (patch)
tree9563119c9a44e03c642de828cb93e9399e1c4c35 /indra/newview/app_settings/shaders/class2
parent446afe2d1a081a0e10a34749bbe1e4475075dae0 (diff)
More consistent lighting across ALM/non-ALM/deferred/forward rendering.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl12
2 files changed, 10 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index c4f406aa76..05192e1737 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
+
+ if ((size > 0) && ((dist / size) > 1.0))
+ {
+ discard;
+ }
float shadow = 1.0;
@@ -225,11 +225,8 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
-
amb_da *= dist_atten * noise;
-
amb_da = min(amb_da, 1.0-lit);
-
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 67eb503e72..4a5f5e642b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
+
+ if ((size > 0) && ((dist / size) > 1.0))
+ {
+ discard;
+ }
float shadow = 1.0;
@@ -224,9 +224,7 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
-
amb_da *= dist_atten * noise;
-
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;