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authorGraham Linden <graham@lindenlab.com>2019-04-26 16:02:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-26 16:02:21 -0700
commitf133be068a4aa23c02c47348f5c7d4a28e1d5c37 (patch)
tree948e7fc0ed5fc01acb466f137e088a0d87ca6b64 /indra
parent9d314074c9e3c898436321bdb90d3bf0d10c0079 (diff)
Lighting WIP
Consistency across class2/3/ALM lighting.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl13
36 files changed, 127 insertions, 118 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 19203ab670..0543a26642 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -34,7 +34,7 @@ VARYING vec2 vary_texcoord0;
uniform vec4 color;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
@@ -62,7 +62,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0));
+ vec4 col = calcLighting(pos.xyz, norm, color);
vertex_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 82db15c3ae..fac1599c6b 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -36,7 +36,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -52,7 +52,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index f49f274de0..d11b81d2d3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -194,6 +194,8 @@ void main()
float final_alpha = diff.a;
#endif
+ vec3 gamma_diff = diff.rgb;
+
diff.rgb = srgb_to_linear(diff.rgb);
vec3 sunlit;
@@ -239,10 +241,12 @@ vec3 post_sunlight = color.rgb;
vec3 post_diffuse = color.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten) * 2.0;
+
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
color.rgb = scaleSoftClipFrag(color.rgb);
+ //color.rgb = srgb_to_linear(color.rgb);
+
vec4 light = vec4(0,0,0,0);
#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);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index e68b082d43..e4d96a0028 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -29,13 +29,12 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec3 vary_position;
@@ -128,7 +127,7 @@ void main()
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient();
vary_ambient = col.rgb*color.rgb;
vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 7fec3e03e7..5e4f08b017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec4 vertex_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 816bd0bf3e..bdf3546aa5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
#ifdef WATER_FOG
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index b3d9b1e9c5..f21b7644bb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -75,6 +75,7 @@ VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
+uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -97,6 +98,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 col = vec3(0,0,0);
+ vec4 proj_tc = proj_mat * lp;
+
+ if (proj_tc.z < 0
+ || proj_tc.x < 0
+ || proj_tc.z > 1
+ || proj_tc.y < 0
+ || proj_tc.y > 1)
+ {
+ return col;
+ }
+
if (d > 0.0)
{
//normalize light vector
@@ -381,6 +393,8 @@ vec3 post_env = col.rgb;
vec3 post_atmo = col.rgb;
+ //col.rgb = srgb_to_linear(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 * 0.5);
LIGHT_LOOP(1)
@@ -393,7 +407,7 @@ vec3 post_atmo = col.rgb;
vec3 light_linear = light.rgb;
- col.rgb += light_linear;
+ col.rgb += light_linear;
vec3 postlight_linear = col.rgb;
@@ -406,7 +420,7 @@ vec3 postlight_linear = col.rgb;
al = temp.a;
#endif
-//col.rgb = light_linear;
+//col.rgb = post_atmo;
col.rgb = linear_to_srgb(col.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 83006c8916..e0fe6cfae1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -74,6 +74,8 @@ float getAmbientClamp();
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
@@ -96,7 +98,9 @@ void main()
final_da = clamp(final_da, 0.0, 1.0);
//final_da = pow(final_da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
+ vec4 gamma_diff = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = gamma_diff;
+ diffuse.rgb = srgb_to_linear(gamma_diff.rgb);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
@@ -126,7 +130,7 @@ vec3 post_ambient = col.rgb;
vec3 post_sunlight = col.rgb;
- col.rgb *= diffuse.rgb;
+ col.rgb *= gamma_diff.rgb;
vec3 post_diffuse = col.rgb;
@@ -177,8 +181,6 @@ vec3 post_diffuse = col.rgb;
col = fogged.rgb;
bloom = fogged.a;
#endif
-
-//col.rgb = vec3(final_da);
}
frag_color.rgb = col.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 5dcdbfaa50..ef27848d37 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -35,6 +35,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec4 diffuse_color;
VARYING vec4 vertex_color;
VARYING vec4 vary_texcoord0;
@@ -42,7 +43,7 @@ VARYING vec4 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -71,7 +72,7 @@ void main()
/// Potentially better without it for water.
pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(1), vec4(0));
+ vec4 color = calcLighting(pos.xyz, norm, /*diffuse_color*/vec4(1));
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index 0b36229d4d..06aed40e26 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -27,10 +27,10 @@
// All lights, no specular highlights
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
- return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
+ return sumLightsSpecular(pos, norm, color, specularColor);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 9757070a82..2d41776ee2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -26,11 +26,13 @@
// All lights, no specular highlights
+vec3 atmosAmbient();
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
- return sumLights(pos, norm, color, baseLight);
+ vec4 c = sumLights(pos, norm, color);
+ c.rgb += atmosAmbient() * color.rgb;
+ return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 9863f92e63..7c3697c333 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -26,7 +26,7 @@
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
@@ -34,7 +34,7 @@ vec3 scaleDownLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_diffuse[8];
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
vec4 col = vec4(0,0,0, color.a);
@@ -45,8 +45,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
- col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 9cc74cc219..761ac29ee2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -28,20 +28,18 @@ uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
{
vec4 col = vec4(0);
col.a = color.a;
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].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/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index 591d6fc5c9..727bae19c0 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -36,7 +36,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -59,7 +59,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color);
vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index fdb3453cc5..4ba8194d03 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -39,7 +39,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
@@ -61,5 +61,5 @@ void main()
calcAtmospherics(pos.xyz);
- vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
index 0be52a52af..22821a2f76 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -38,7 +38,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -52,7 +52,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vec4 col = calcLighting(pos.xyz, norm, color);
vertex_color = col;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
index cb80697d15..e605676819 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
@@ -37,7 +37,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -54,7 +54,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index 1c6e53b187..df31b5a79f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -35,7 +35,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -56,7 +56,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color);
vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
index d4dee78793..945f80f31e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
@@ -37,7 +37,7 @@ uniform vec4 color;
uniform vec4 object_plane_t;
uniform vec4 object_plane_s;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
@@ -70,7 +70,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 37a20383e2..a59bd9c0a6 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
@@ -57,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index fa01a27ec0..179d3c42a4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -31,8 +31,9 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
@@ -53,7 +54,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index 06f13b11f2..206a51db27 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
@@ -27,10 +27,10 @@ uniform vec4 sunlight_color;
uniform vec4 light_ambient;
uniform int no_atmo;
-vec3 atmosAmbient(vec3 light)
+vec3 atmosAmbient()
{
- if (no_atmo == 1) return light + vec3(0.66);
- return light + light_ambient.rgb;
+ if (no_atmo == 1) return vec3(0.16);
+ return light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index c24df9eaeb..c266f9732f 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -27,10 +27,10 @@ uniform vec4 sunlight_color;
uniform vec4 light_ambient;
uniform int no_atmo;
-vec3 atmosAmbient(vec3 light)
+vec3 atmosAmbient()
{
- if (no_atmo == 1) return light + vec3(0.66);
- return light + light_ambient.rgb;
+ if (no_atmo == 1) return vec3(0.66);
+ return light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 5af9f5c902..563c5f562b 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -37,7 +37,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -53,7 +53,7 @@ void main()
// vec4 specular = specularColor;
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 7ccc91f73c..a82d738ec2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -71,15 +71,8 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 srgb_to_linear(vec3 cs);
-
vec3 getNorm(vec2 pos_screen);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
-
+vec3 scaleDownLight(vec3 light);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -220,14 +213,14 @@ void main()
col = dlit*lit*diff_tex*shadow;
// unshadowed for consistency between forward and deferred?
- amb_da += (da*0.5+0.5)/* *(1.0-shadow) */ *proj_ambiance;
+ amb_da += (da*0.5+0.5) * (1.0-shadow) * proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
- // unshadowed for consistency between forward and deferred?
- amb_da += (da*da*0.5+0.5) /* *(1.0-shadow) */ * proj_ambiance;
+ // use unshadowed for consistency between forward and deferred?
+ amb_da += (da*da*0.5+0.5) * (1.0-shadow) * proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
@@ -259,10 +252,6 @@ void main()
col += speccol;
}
}
-
-
-
-
if (envIntensity > 0.0)
{
@@ -296,6 +285,8 @@ void main()
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
+ col = scaleDownLight(col);
+
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 2d5d1c1b50..06a76668ba 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -73,6 +73,8 @@ vec3 scaleSoftClipFrag(vec3 l);
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
float getAmbientClamp();
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
@@ -99,14 +101,14 @@ void main()
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, -1.0, 1.0);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
+ vec4 gamma_diff = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = gamma_diff;
+ diffuse.rgb = srgb_to_linear(diffuse.rgb);
+
scol = max(scol_ambocc.r, diffuse.a);
- //scol = pow(scol, light_gamma);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- //final_da = pow(final_da, light_gamma);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
@@ -138,7 +140,7 @@ vec3 post_ambient = col.rgb;
vec3 post_sunlight = col.rgb;
- col.rgb *= diffuse.rgb;
+ col.rgb *= gamma_diff.rgb;
vec3 post_diffuse = col.rgb;
@@ -169,7 +171,7 @@ vec3 post_diffuse = col.rgb;
}
}
- col.rgb += diffuse.a * diffuse.rgb;
+ col.rgb += diffuse.a * gamma_diff.rgb;
if (envIntensity > 0.0)
{ //add environmentmap
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 2844cc8574..cd3b33eecc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -71,13 +71,8 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 srgb_to_linear(vec3 cs);
vec3 getNorm(vec2 pos_screen);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
+vec3 scaleDownLight(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -218,7 +213,7 @@ void main()
col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+ amb_da += (da*0.5+0.5) * (1.0-shadow) * proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
@@ -293,6 +288,8 @@ void main()
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
+ col = scaleDownLight(col);
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index 6fcc41cd6d..89d9d1bde3 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -28,7 +28,7 @@
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
@@ -37,7 +37,7 @@ uniform vec4 light_position[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -53,8 +53,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index b4f4850646..57f93a8b36 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -26,7 +26,6 @@
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
-vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
@@ -35,7 +34,7 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -46,11 +45,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- 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/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index c80706d2a7..9f049cb8fb 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -35,10 +35,10 @@ vec3 getPositionEye();
uniform float scene_light_strength;
uniform int no_atmo;
-vec3 atmosAmbient(vec3 light)
+vec3 atmosAmbient()
{
- if (no_atmo == 1) return light + vec3(0.66);
- return getAmblitColor() + light / 2.0;
+ if (no_atmo == 1) return vec3(0.66);
+ return getAmblitColor();
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index 9953f79cf2..ea37610502 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -32,14 +32,17 @@ vec3 getSunlitColor()
{
return vec3(0,0,0);
}
+
vec3 getAmblitColor()
{
return vec3(0,0,0);
}
+
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
+
vec3 getAtmosAttenuation()
{
return vec3(vary_AtmosAttenuation);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 2e8946252b..9cb9c723a2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -39,8 +39,8 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
return light;
}
light *= atten.r;
- light += additive * 2.0;
- return light;
+ light += additive;
+ return light * 2.0;
}
vec3 atmosTransport(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index 721054b5ad..df9704ec25 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -33,7 +33,7 @@ ATTRIBUTE vec4 clothing;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
@@ -127,7 +127,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.0));
+ vec4 col = calcLighting(pos.xyz, norm, color);
vertex_color = col;
gl_Position = projection_matrix * pos;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index efe7f69f21..372992fab2 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -26,11 +26,13 @@
// All lights, no specular highlights
+vec3 atmosAmbient();
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
- return sumLights(pos, norm, color, baseLight) * 2.0f;
+ vec4 c = sumLights(pos, norm, color * 2.0);
+ c.rgb += atmosAmbient() * color.rgb * 0.5;
+ return c;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index 6d4192ab13..c1aee69c30 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -26,7 +26,7 @@
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
@@ -35,7 +35,7 @@ uniform vec4 light_position[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -55,8 +55,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 097889039d..81da6688c2 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -1,5 +1,5 @@
/**
- * @file class3\lighing\sumLightsV.glsl
+ * @file class3\lighting\sumLightsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -27,7 +27,6 @@
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
-vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
@@ -36,7 +35,7 @@ uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -49,13 +48,11 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
+ col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz));
- 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;