diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 93b1a114db..cf38a2f4f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -48,7 +48,6 @@ VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_light; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; @@ -64,23 +63,29 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector 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. @@ -88,7 +93,7 @@ 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; @@ -123,14 +128,11 @@ void main() col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); vary_pointlight_col = col.rgb*diffuse_color.rgb; - col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_light = light_position[0].xyz; - vary_ambient = col.rgb*diffuse_color.rgb; vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); |