diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-09 13:02:58 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-04-09 13:02:58 -0700 |
commit | f9c0b021ea1a695c0d5d4042981045fe265e7918 (patch) | |
tree | c284a557134163e92b667f4c9aa6cf12e5960b7d /indra | |
parent | 07739f5d74b3bbdf98e8e6422782e07c9a5775a5 (diff) |
SL-5186
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 10 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 16 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 2 |
3 files changed, 16 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4b99592dbb..4fe0d1351d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -92,8 +92,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float d = length(lv); float da = 1.0; vec3 col = vec3(0); - - if (d > 0.0 && fa > 0.0) + if (d > 0.0) { //normalize light vector lv = normalize(lv); @@ -103,8 +102,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec da = clamp(da, 0.0, 1.0); //distance attenuation - float dist = d/la; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = (la > 0) ? d/la : 1.0f; + fa += 1.0f; + 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; dist_atten *= 2.0f; @@ -230,7 +230,7 @@ vec3 post_diffuse = color.rgb; vec3 prelight_linearish_maybe = color.rgb; - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.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, 1.0); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.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, 1.0); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 8c5a0ef297..6d7162b5a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -95,14 +95,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 col = vec3(0,0,0); - if (d > 0.0 && la > 0.0 && fa > 0.0) + if (d > 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); + float dist = (la > 0) ? d/la : 1.0f; + fa += 1.0f; + 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; dist_atten *= 2.0f; @@ -121,8 +122,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe col = light_col*lit*diffuse*shadow; float amb_da = ambiance; - amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance; - amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance; + if (da > 0) + { + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5+0.5) * ambiance; amb_da = min(amb_da, 1.0f - lit); col.rgb += amb_da * 0.5 * light_col * diffuse; @@ -370,7 +374,7 @@ vec3 post_spec = col.rgb; vec3 prelight_linearish_maybe = col.rgb; - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.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, 1.0); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.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 * 0.5, 1.0); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7139788c18..27b280a4a8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6321,7 +6321,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) { F32 size = light_radius*1.5f; light_state->setLinearAttenuation(size); - light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f); + light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f); } else { |