diff options
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 36 | 
1 files changed, 22 insertions, 14 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index e836e9750f..ea6d22d9c2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -85,7 +85,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)  	return vec3(a,a,a);  } -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -93,7 +93,9 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float  	//get distance  	float d = length(lv); -	float da = 0.0; +	float da = 1.0; + +	vec3 col = vec3(0);  	if (d > 0.0 && la > 0.0 && fa > 0.0)  	{ @@ -102,20 +104,25 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float  		//distance attenuation  		float dist = d/la; -		da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -		da *= da; -		da *= 2.0; -	 +		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +		dist_atten *= dist_atten; +		dist_atten *= 2.0;  		// spotlight coefficient.  		float spot = max(dot(-ln, lv), is_pointlight);  		da *= spot*spot; // GL_SPOT_EXPONENT=2  		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 +		da *= max(dot(n, lv), 0.0); + +		float lit = max(da * dist_atten,0.0); + +		col = light_col * lit * diffuse; + +		// no spec for alpha shader...  	} -	return vec3(da,da,da);	 +	return max(col, vec3(0.0,0.0,0.0));  }  #if HAS_SHADOW @@ -321,15 +328,12 @@ void main()  	color.rgb *= gamma_diff.rgb;  	color.rgb = atmosLighting(color.rgb); -  	color.rgb = scaleSoftClip(color.rgb); - -	color.rgb = srgb_to_linear(color.rgb);  	col = vec4(0,0,0,0); -   #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - +   #define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +     	LIGHT_LOOP(1)  	LIGHT_LOOP(2)  	LIGHT_LOOP(3) @@ -338,8 +342,12 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; +	// keep it linear +	// +	color.rgb = srgb_to_linear(color.rgb) + col.rgb; +	// ramp directly to display gamma as we're POST-deferred +	//  	color.rgb = pow(color.rgb,vec3(display_gamma));  #ifdef WATER_FOG | 
