diff options
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; } |