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authorGraham Linden <graham@lindenlab.com>2019-04-22 10:54:52 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-22 10:54:52 -0700
commit9723bd8be2b710fa089f3404056c01f4dc55e6ac (patch)
tree59f0ac2e5b984733786d8835111ff8276f61aa86 /indra/newview/app_settings/shaders/class3/lighting
parent4d76ba2d23c22e9a507a0eb7687b3750091b356f (diff)
SL-10856
Restore light sum loops to fix broken ambient.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/lighting')
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl47
2 files changed, 58 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
new file mode 100644
index 0000000000..b19f4e96ca
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file class3\lighting\lightV.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
+ * $/LicenseInfo$
+ */
+
+
+
+// All lights, no specular highlights
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
+vec3 atmosAmbient(vec3 c);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+{
+ vec4 l = sumLights(pos, norm, color, baseLight);
+ return l;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 21e8263623..097889039d 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
@@ -39,30 +38,26 @@ uniform vec3 light_diffuse[8];
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
-
- // 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].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[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, 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].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, 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].z);
- col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
-
-
- // Add windlight lights
- float l = calcDirectionalLight(norm, light_position[0].xyz);
-
- // using light_diffuse[0] instead of WL func as it is set to the same value for these shaders anyway
- // when lights are sync'd
- col.rgb += l * light_diffuse[0].rgb;
- col.rgb = scaleDownLight(col.rgb);
-
- col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb = min(col.rgb*color.rgb, 1.0);
- return col;
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+
+ // 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].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[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, 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].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, 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].z);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_direction[1].xyz);
+ col.rgb = scaleDownLight(col.grb);
+
+ // Add windlight lights
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz));
+ col.rgb += atmosAmbient(baseLight.rgb);
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+
+ return col;
}