diff options
-rw-r--r-- | .hgtags | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 39 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 7 |
3 files changed, 41 insertions, 6 deletions
@@ -408,3 +408,4 @@ c296133849d1f103c0e2abc41e6599daed00b67b DRTVWR-280 37947e4f771f001b551581bf7cd0051c3153beed DRTVWR-282 6482cceb91cda68b799f3e6cdc66d33bf123547a DRTVWR-284 ccf991e02dc2f63fb646324230d54832683f4a9b DRTVWR-286 +2d849850558a5a0324b398d1c102d30bcbdfb88f DRTVWR-287 diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index da3387e7a5..7f3f84398b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -23,9 +23,6 @@ * $/LicenseInfo$ */ -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; @@ -45,6 +42,42 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +//=================================================================================================== +//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around +//drivers that are picky about functions being declared but not defined even if they aren't called +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float da = clamp(1.0/(la * d), 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} +//==================================================================================================== + + void main() { //transform vertex diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 142cb2090d..ba9818946c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2025,11 +2025,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { gObjectPreviewProgram.mName = "Simple Shader"; - gObjectPreviewProgram.mFeatures.calculatesLighting = true; + gObjectPreviewProgram.mFeatures.calculatesLighting = false; gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false; - gObjectPreviewProgram.mFeatures.hasGamma = true; + gObjectPreviewProgram.mFeatures.hasGamma = false; gObjectPreviewProgram.mFeatures.hasAtmospherics = false; - gObjectPreviewProgram.mFeatures.hasLighting = true; + gObjectPreviewProgram.mFeatures.hasLighting = false; gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0; gObjectPreviewProgram.mFeatures.disableTextureIndex = true; gObjectPreviewProgram.mShaderFiles.clear(); @@ -2037,6 +2037,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectPreviewProgram.createShader(NULL, NULL); + gObjectPreviewProgram.mFeatures.hasLighting = true; } if (success) |