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| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 23:58:50 -0800 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 23:58:50 -0800 | 
| commit | 817d1d755b72b531b4107a259e618131fad94c50 (patch) | |
| tree | 33e2498b375c35002c13f4332deff2f46ac5a780 /indra/newview/app_settings/shaders | |
| parent | c086f06be69e156c49a61bec1d13062cc50cfd09 (diff) | |
cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 6 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 2 | 
2 files changed, 6 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 4525bf80b2..2e41f24afe 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -47,8 +47,12 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid  	//distance attenuation  	float da = clamp(1.0/(la * d), 0.0, 1.0); +	// spotlight coefficient. +	float spot = max(dot(-ln, lv), is_omnidirectional); +	da *= spot*spot; // GL_SPOT_EXPONENT=2 +  	//angular attenuation -	da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv); +	da *= calcDirectionalLight(n, lv);  	return da;	  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index e5bf76db55..4577b4be55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -7,7 +7,7 @@  float calcDirectionalLight(vec3 n, vec3 l);  float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la); +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); | 
