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-rwxr-xr-xindra/llrender/llglslshader.cpp18
-rwxr-xr-xindra/llrender/llrender.cpp4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl3
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl14
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl14
-rwxr-xr-xindra/newview/llviewerdisplay.cpp1
-rwxr-xr-xindra/newview/pipeline.cpp9
7 files changed, 14 insertions, 49 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 52b00f7c15..dfb73de6f3 100755
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -1203,23 +1203,7 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v)
}
}
-void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j)
-{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
- LLVector4 vec(i,j,0.f,0.f);
- if (iter == mValue.end() || shouldChange(iter->second,vec))
- {
- glUniform2iARB(location, i, j);
- mValue[location] = vec;
- }
- }
-}
-
-void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j)
+void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
{
GLint location = getUniformLocation(uniform);
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c4585936ee..3393d352de 100755
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -832,8 +832,8 @@ LLLightState::LLLightState(S32 index)
: mIndex(index),
mEnabled(false),
mConstantAtten(1.f),
- mLinearAtten(0.f),
- mQuadraticAtten(0.f),
+ mLinearAtten(1.f),
+ mQuadraticAtten(1.f),
mSpotExponent(0.f),
mSpotCutoff(180.f)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b666b7b0d9..4b428cb904 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
float da = 0.0;
-// if (d > 0.0 && la > 0.0 && fa > 0.0)
+ //if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv /= d;
@@ -230,7 +230,6 @@ void main()
}
#endif
- vec4 gamma_diff = diff;
vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index ed51e01a53..5a08980fec 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,6 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
@@ -99,7 +98,6 @@ void main()
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
@@ -122,14 +120,10 @@ void main()
dist_atten *= dist_atten;
dist_atten *= 2.0;
- dist_atten *= noise;
-
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
@@ -144,12 +138,8 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*light_col[i].rgb*spec.rgb;
- //col += spec.rgb;
- }
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += max(lit*scol*light_col[i].rgb*spec.rgb, vec3(0.0));
}
out_col += col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index f162f70592..b331258952 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -102,11 +102,10 @@ void main()
{
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = decode_normal(norm.xy); // unpack norm
- float da = dot(norm, lv);
-
+
norm = normalize(norm);
lv = normalize(lv);
- da = max(dot(norm, lv), 0.0);
+ float da = max(dot(norm, lv), 0.0);
//float noise = texture2D(noiseMap, frag.xy/128.0).b;
@@ -116,7 +115,7 @@ void main()
dist_atten *= dist_atten;
dist_atten *= 2.0;
- float lit = da * dist_atten; // * noise;
+ float lit = da * dist_atten;
col = color.rgb*lit*col;
@@ -135,11 +134,8 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*color.rgb*spec.rgb;
- }
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += max(lit*scol*color.rgb*spec.rgb, vec3(0.0));
}
}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 422f18566f..aae84709d8 100755
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -675,6 +675,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
+ LLPipeline::sUnderWaterRender = FALSE;
stop_glerror();
LLGLState::checkStates();
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7fa0a972ad..14529099b5 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6316,13 +6316,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
float linatten = x / (light_radius); // % of brightness at radius
- if (LLPipeline::sRenderDeferred)
- {
- /*light_color.mV[0] = powf(light_color.mV[0], 2.2f);
- light_color.mV[1] = powf(light_color.mV[1], 2.2f);
- light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/
- }
-
mHWLightColors[cur_light] = light_color;
LLLightState* light_state = gGL.getLight(cur_light);
@@ -6381,6 +6374,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light->setDiffuse(LLColor4::black);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
+ light->setQuadraticAttenuation(1.f);
+ light->setLinearAttenuation(1.f);
}
if (gAgentAvatarp &&
gAgentAvatarp->mSpecialRenderMode == 3)