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authorGraham Linden <graham@lindenlab.com>2019-03-25 14:52:23 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-25 14:52:23 -0700
commitd99e2e119f08370b2003bad23617b7fdd435d19e (patch)
tree9bd5304cd306e07d4d05ff2d26c390b1da6d56a2 /indra/newview/app_settings/shaders/class2
parent9c8cc0037a11861fa0561e8cda01d9ec7c996442 (diff)
Add clamp to keep speccolor non-negative.
Make spot shadowing more consistent.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl11
2 files changed, 10 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 4e3ecbcbf5..c4f406aa76 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -154,10 +154,8 @@ void main()
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ shadow = max(shd.b, shd.a) + shadow_fade;
+ shadow = clamp(shadow, 0.0, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
@@ -255,8 +253,9 @@ void main()
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = max(speccol, vec3(0));
+ col += speccol;
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index abea8aecca..67eb503e72 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -154,10 +154,8 @@ void main()
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ shadow = max(shd.b, shd.a) + shadow_fade;
+ shadow = min(shadow, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
@@ -254,8 +252,9 @@ void main()
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = max(speccol, vec3(0));
+ col += speccol;
}
}