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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.glsl26
1 files changed, 18 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index eb0c546af7..00717cd6a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -81,12 +81,10 @@ uniform vec4 specular_color;
uniform float shadow_offset;
-vec2 calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));
float a = pow(max(dot(n,l),0.0), 0.7);
- refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6);
- return vec2(a, refl.x);
+ return vec3(a,a,a);
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -144,8 +142,9 @@ void main()
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
- vec2 slight = calcDirectionalLight(normal, light_position[0].xyz);
- vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(normal, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
@@ -155,13 +154,24 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
+#ifdef MAC_GEFORCE_HACK
+ #define LIGHT_LOOP(i) \
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+#else
for (int i = 2; i < 8; i++)
{
light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
+#endif
- vec3 n = normalize(reflect(vary_position.xyz, normal.xyz));
- n = vec3(dot(n, light_position[0].xyz));
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;