diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index b09441f7eb..40b0cf47ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -30,7 +30,6 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getObjectSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); @@ -38,8 +37,6 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); VARYING vec3 vary_position; VARYING vec3 vary_ambient; @@ -64,17 +61,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv *= 1.0/d; + lv = normalize(lv); //distance attenuation - float dist2 = d*d/(la*la); + float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. @@ -82,7 +79,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= max(dot(n, lv), 0.0); } return da; |