diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-05-06 10:16:31 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-05-06 10:16:31 -0700 | 
| commit | 21c1941a4f4780c0675ae338cbbc5899aa7c0613 (patch) | |
| tree | df34f05f9d85d7d68072e161eed4cd54c30f9629 /indra/newview/app_settings/shaders | |
| parent | a4b279444e76432ca60553aaef861d9cb1773c06 (diff) | |
Fix missin atten and atten only applied when da > 0 in material and alpha shaders resp.
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 7 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 3 | 
2 files changed, 5 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index c4d89f29f6..2112fa8251 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -136,9 +136,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec              col = lit * light_col * diffuse;              amb_da += (da*0.5+0.5) * ambiance;              amb_da += (da*da*0.5 + 0.5) * ambiance; -            amb_da *= dist_atten; -            amb_da = min(amb_da, 1.0f - lit);          } +        amb_da *= dist_atten; +        amb_da = min(amb_da, 1.0f - lit);          col.rgb += amb_da * 0.5 * light_col * diffuse;          // no spec for alpha shader... @@ -240,7 +240,7 @@ vec3 post_sunlight = color.rgb;  vec3 post_diffuse = color.rgb; -    //color.rgb = mix(diffuse_srgb.rgb, color.rgb, final_alpha); +    //color.rgb = mix(diffuse_linear.rgb, color.rgb, final_alpha);      color.rgb = atmosFragLighting(color.rgb, additive, atten);      color.rgb = scaleSoftClipFrag(color.rgb); @@ -268,7 +268,6 @@ vec3 post_atmo = color.rgb;      // back to sRGB as we're going directly to the final RT post-deferred gamma correction      color.rgb = linear_to_srgb(color.rgb); -  //color.rgb = amblit;  //color.rgb = vec3(ambient);  //color.rgb = sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 64cdacd4a2..ba1f121bfd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -144,8 +144,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe              col = light_col*lit*diffuse;              amb_da += (da*0.5 + 0.5) * ambiance;              amb_da += (da*da*0.5+0.5) * ambiance; -            amb_da = min(amb_da, 1.0f - lit);          } +        amb_da *= dist_atten; +        amb_da = min(amb_da, 1.0f - lit);          col.rgb += amb_da * 0.25 * light_col * diffuse;          if (spec.a > 0.0) | 
