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authorGraham Linden <graham@lindenlab.com>2019-05-23 09:58:33 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-23 09:58:33 -0700
commitd0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 (patch)
treeb84761e659eb528695b781cd973192c4b43634f1 /indra/newview/app_settings/shaders
parent360b3230bbfbda7988eee84a8ed04fa1696ca70a (diff)
Add render debug controls for forcing disable of ambient, sun, and local light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl136
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl7
14 files changed, 176 insertions, 141 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1c826790fb..4a12659d56 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -88,64 +88,49 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- vec4 proj_tc = proj_mat * lp;
-
- //get distance
- float d = length(lv);
- float da = 1.0;
- vec3 col = vec3(0);
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }
+ //get light vector
+ vec3 lv = lp.xyz-v;
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
- vec3 norm = normalize(n);
+la /= 20.0f;
- da = dot(norm, lv);
- da = clamp(da, 0.0, 1.0);
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
-la /= 20.0f;
-
- //distance attenuation
- float dist = d/la;
-
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
+ vec3 col = vec3(0);
- if (dist_atten < 0.0)
- {
- return col;
- }
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
- // to match spotLight (but not multiSpotLight) *sigh*
- float lit = max(da * dist_atten,0.0);
+ float lit = max(da * dist_atten,0.0);
+ambiance = 0.0f;
float amb_da = ambiance;
if (lit > 0)
{
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
- amb_da += (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);
- col.rgb += amb_da * 0.5 * light_col * diffuse;
+ col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
@@ -223,7 +208,6 @@ void main()
vec4 color = vec4(0.0);
- color.rgb = amblit;
color.a = final_alpha;
float ambient = da;
@@ -235,11 +219,16 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
+#if !defined(AMBIENT_KILL)
+ color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -257,7 +246,7 @@ vec3 post_atmo = color.rgb;
// to linear!
color.rgb = srgb_to_linear(color.rgb);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -268,7 +257,9 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(7)
// sum local light contrib in linear colorspace
+#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
+#endif
// back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 373727f572..1c0516923e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -88,17 +88,19 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
+ vec3 col = vec3(0);
+
+la /= 20.0f;
- vec3 col = vec3(0,0,0);
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
- vec4 proj_tc = proj_mat * lp;
+ /*vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
@@ -108,77 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
|| proj_tc.y > 1)
{
return col;
- }
+ }*/
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
{
- //normalize light vector
- lv = normalize(lv);
-
-la /= 20.0f;
-
- //distance attenuation
- float dist = d/la;
-
- float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
- dist_atten *= dist_atten;
-
- if (dist_atten <= 0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
-
- //angular attenuation
- da = dot(n, lv);
- da = clamp(da, 0.0, 1.0);
-
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- float lit = max(da * dist_atten, 0.0);
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
float amb_da = ambiance;
if (lit > 0)
{
col = light_col*lit*diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
- amb_da += (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);
- col.rgb += amb_da * 0.5 * light_col * diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ col.rgb += amb_da * light_col * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
+ col += speccol;
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- }
- }
- }
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ }
+ }
+ }
- return max(col, vec3(0.0,0.0,0.0));
+ return max(col, vec3(0.0,0.0,0.0));
}
#else
@@ -321,18 +314,22 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
+
float ambient_clamp = getAmbientClamp() + 0.1;
ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -398,7 +395,7 @@ vec3 post_atmo = color.rgb;
vec3 light = vec3(0,0,0);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -408,11 +405,12 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-
glare = min(glare, 1.0);
float al = max(diffuse_linear.a,glare)*vertex_color.a;
+#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
+#endif
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 29298d7c07..367680556a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -61,6 +61,11 @@ vec3 getNorm(vec2 pos_screen);
void main()
{
+ vec3 out_col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
@@ -74,7 +79,6 @@ void main()
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
@@ -130,7 +134,7 @@ void main()
}
}
}
-
+#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 2dd9c1f057..c81d633880 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -171,7 +176,6 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@@ -267,7 +271,8 @@ void main()
}
}
}
-//col.rgb = vec3(0);
+#endif
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 4ab68eaf3b..c7426788c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -113,12 +113,16 @@ void main()
vec3 sun_contrib = final_da * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index c6417fa532..55c740d100 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -129,6 +129,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -142,12 +147,10 @@ void main()
{
discard;
}
-
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
-
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -173,14 +176,9 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
-
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
vec4 spec = texture2DRect(specularRect, frag.xy);
-
-
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 dlit = vec3(0, 0, 0);
@@ -216,7 +214,6 @@ void main()
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
-
if (spec.a > 0.0)
{
@@ -243,7 +240,6 @@ void main()
}
}
-
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -272,7 +268,8 @@ void main()
}
}
}
-//col.rgb = vec3(0);
+#endif
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index cf635ffa3f..5e39d1629d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
+
+#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 761ac29ee2..0c3ea4231e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index bc879948e4..bcce4c041a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -129,6 +129,12 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -183,8 +189,6 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
@@ -284,10 +288,11 @@ void main()
}
}
}
+#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
-//col.rgb = vec3(0);
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 94abcf08ed..7f83e168bb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -121,12 +121,16 @@ void main()
vec3 sun_contrib = min(scol, final_da) * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 43f283bede..77f6e6f7ac 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -184,12 +189,8 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
-
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
vec4 spec = texture2DRect(specularRect, frag.xy);
-
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
@@ -227,7 +228,6 @@ void main()
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
-
if (spec.a > 0.0)
{
@@ -253,10 +253,6 @@ void main()
col += speccol;
}
}
-
-
-
-
if (envIntensity > 0.0)
{
@@ -286,10 +282,11 @@ void main()
}
}
}
+#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
-//col.rgb = vec3(0);
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index 57f93a8b36..8795d69a3a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
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);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+i#endif
+
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#if !defined(SUNLIGHT_KILL)
col.rgb = min(col.rgb*color.rgb, 1.0);
+#endif
+
return col;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index effe4c5971..eca8515212 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
+
+#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 81da6688c2..38dd850296 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
// Add windlight lights
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;