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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl21
1 files changed, 9 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 2b5509400e..93359e0d4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -102,8 +102,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}
- dist /= la;
-
/* clip to projector bounds
vec4 proj_tc = proj_mat * lp;
@@ -117,16 +115,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}*/
- fa += 1.0;
- if (dist > 0.0 && la > 0.0 && fa > 0.0)
+ if (dist > 0.0 && la > 0.0)
{
+ dist /= la;
+
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- dist_atten *= 2.0f;
+ //dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
@@ -177,14 +176,14 @@ void main()
#ifdef USE_DIFFUSE_TEX
vec4 diffuse_srgb = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#endif
#ifdef USE_INDEXED_TEX
- vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_srgb = diffuseLookup(vary_texcoord0.xy);
#endif
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+
#ifdef FOR_IMPOSTOR
vec4 color;
color.rgb = diffuse_srgb.rgb;
@@ -236,9 +235,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
- float ambient_clamp = getAmbientClamp() + 0.1;
- ambient = (1.0 - ambient) * ambient_clamp;
+ ambient = (1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
@@ -268,7 +265,7 @@ vec3 post_atmo = color.rgb;
// to linear!
color.rgb = srgb_to_linear(color.rgb);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_srgb.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)