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authorGraham Linden <graham@lindenlab.com>2018-11-06 16:38:06 +0000
committerGraham Linden <graham@lindenlab.com>2018-11-06 16:38:06 +0000
commit8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (patch)
treefe13d4e2fca64318b8019906aa7525195c5ce159 /indra/newview/app_settings/shaders/class3
parente0a1b46e6129a0e6ca62efe18882889db96c572f (diff)
Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl7
3 files changed, 3 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index e043ac873e..7870d0516f 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -29,7 +29,6 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
-vec3 scaleDownLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_attenuation[8];
@@ -52,7 +51,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);
col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);
col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);
- col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index b5dcd2eba2..9842d9ba93 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -29,7 +29,6 @@ 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);
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
@@ -50,7 +49,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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);
- col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index 5c93af386b..8195801be6 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -32,14 +32,13 @@ vec3 getAtmosAttenuation();
uniform int no_atmo;
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
if (no_atmo == 1)
{
return light;
}
- light *= atten.r;
- light += additive * 2.0;
- return light;
+ return (light + additive) * atten * 2.0;
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {