diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-22 10:54:52 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-22 10:54:52 -0700 | 
| commit | 9723bd8be2b710fa089f3404056c01f4dc55e6ac (patch) | |
| tree | 59f0ac2e5b984733786d8835111ff8276f61aa86 /indra/newview/app_settings/shaders | |
| parent | 4d76ba2d23c22e9a507a0eb7687b3750091b356f (diff) | |
SL-10856
Restore light sum loops to fix broken ambient.
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 61 insertions, 30 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 962233345a..9cc74cc219 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -38,9 +38,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	col.a = color.a;  	col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); -	col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz);  	col.rgb = scaleDownLight(col.rgb);  	col.rgb += atmosAmbient(baseLight.rgb); +	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +	  	col.rgb = min(col.rgb*color.rgb, 1.0);  	return col;	  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index bc7e6dd865..b4f4850646 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -41,15 +41,13 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); -  	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 = scaleDownLight(col.rgb);  	// Add windlight lights  	col.rgb += atmosAmbient(baseLight.rgb); -	col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz)); +	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));  	col.rgb = min(col.rgb*color.rgb, 1.0); 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;	  } | 
