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authorLoren Shih <seraph@lindenlab.com>2011-05-26 12:00:58 -0400
committerLoren Shih <seraph@lindenlab.com>2011-05-26 12:00:58 -0400
commitcb3875fe72b120251c289302b958243e08a24e5b (patch)
tree91c3e0fbbd2ec2af067e8644b40fd79e01796349 /indra/newview
parent6f5313caea9bb8458dca23bbaf4f10cd6641c7fb (diff)
SH-1527 FIXED Fix for black alpha objects with lighting and shadows enabled and no lights around.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl25
6 files changed, 90 insertions, 60 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 5addbbb176..65d9209983 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -35,19 +35,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 525b68c437..2691fc8ded 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -36,19 +36,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index a2a7dea20d..a012cb5030 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -35,19 +35,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index d227346163..dfb36980b0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -35,19 +35,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 86f014df35..f6160815eb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -35,19 +35,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 495e86c8db..0ae09df0c6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -37,19 +37,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//get distance
float d = length(lv);
- //normalize light vector
- lv *= 1.0/d;
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
- //distance attenuation
- float dist2 = d*d/(la*la);
- float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- // 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 *= calcDirectionalLight(n, lv);
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
return da;
}