diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-23 09:58:33 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-05-23 09:58:33 -0700 |
commit | d0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 (patch) | |
tree | b84761e659eb528695b781cd973192c4b43634f1 /indra/newview/app_settings | |
parent | 360b3230bbfbda7988eee84a8ed04fa1696ca70a (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')
15 files changed, 209 insertions, 141 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 28fed67cb2..1138410a07 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -12356,6 +12356,39 @@ <key>Value</key> <integer>0</integer> </map> + <key>AmbientDisable</key> + <map> + <key>Comment</key> + <string>If TRUE, ambient light has no effect</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>SunlightDisable</key> + <map> + <key>Comment</key> + <string>If TRUE, sunlight has no effect</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>LocalLightDisable</key> + <map> + <key>Comment</key> + <string>If TRUE, local lights have no effect</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>TextureDiscardLevel</key> <map> <key>Comment</key> 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; |