diff options
5 files changed, 21 insertions, 33 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 91793a29d3..cb0d7b797b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -41,12 +41,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -58,6 +53,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index e36564df10..e34f6ba552 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -47,12 +47,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -64,6 +59,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index eec655e3df..05a32578c1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -42,12 +42,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -59,6 +54,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 488bd677e1..d63baeb913 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -53,12 +53,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -70,6 +65,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 0fdfdf2dde..371d6b526c 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -15,16 +15,9 @@ vec3 scaleUpLight(vec3 light);  vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  { -	vec4 col; -	col.a = color.a; +	vec4 col(0.0, 0.0, 0.0, color.a); -	// Add windlight lights -	col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); -	col.rgb += atmosAmbient(baseLight.rgb); -	col.rgb = scaleUpLight(col.rgb); -  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);  	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);  	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); @@ -33,7 +26,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -				 + +	// Add windlight lights +	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); +	col.rgb += atmosAmbient(baseLight.rgb);  	col.rgb = min(col.rgb*color.rgb, 1.0); | 
