diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 26 |
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; |