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| author | Graham Linden <graham@lindenlab.com> | 2019-03-22 14:35:31 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-03-22 14:35:31 -0700 | 
| commit | b757c932929ce60e035b5d69a351f495a77b9f9d (patch) | |
| tree | dfd56e35a41a4af6253c2c0797f6122308f627d7 /indra/newview/app_settings/shaders/class3/lighting | |
| parent | 7423a86a1bb7b87c70b5ccc3dbfb13ebb4f28668 (diff) | |
Make class3 light sum loop use light_diffuse[0] for sunlight_color instead of atmosAffectDirectionalLight with sunlight_color that isn't updated correctly.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/lighting')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 47 | 
1 files changed, 27 insertions, 20 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 7cd0d505f9..c410caa967 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -29,6 +29,8 @@ 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]; @@ -37,25 +39,30 @@ 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_direction[1].xyz); - -	// 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;	 +    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;   } | 
