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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl14
1 files changed, 11 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dc484317e9..d3a05c34c0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -86,6 +86,14 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
+ // SL-14895 inverted attenuation work-around
+ // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
+ // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
+ // to recover the `adjusted_radius` value previously being sent as la.
+ float falloff_factor = (12.0 * fa) - 9.0;
+ float inverted_la = falloff_factor / la;
+ // Yes, it makes me want to cry as well. DJH
+
vec3 col = vec3(0);
//get light vector
@@ -95,7 +103,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float dist = length(lv);
float da = 1.0;
- /*if (dist > la)
+ /*if (dist > inverted_la)
{
return col;
}
@@ -113,9 +121,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}*/
- if (dist > 0.0 && la > 0.0)
+ if (dist > 0.0 && inverted_la > 0.0)
{
- dist /= la;
+ dist /= inverted_la;
//normalize light vector
lv = normalize(lv);