diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 9b07c11361..d14e67fc73 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -83,7 +83,7 @@ uniform vec3 light_direction[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance, float shadow) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { //get light vector vec3 lv = lp.xyz-v; @@ -109,17 +109,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation da = dot(n, lv); da = clamp(da, 0.0, 1.0); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + float lit = max(da * dist_atten, 0.0); - // shadowmap is wrong for alpha-blended objs - // since we created shadowmaps for 2 but render N - col = light_col*lit*diffuse*shadow; + col = light_col*lit*diffuse; float amb_da = ambiance; if (da > 0) @@ -148,7 +147,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = max(speccol, vec3(0)); + speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; float cur_glare = max(speccol.r, speccol.g); @@ -372,9 +371,9 @@ vec3 post_spec = col.rgb; vec3 light = vec3(0,0,0); - vec3 prelight_linearish_maybe = col.rgb; + vec3 prelight_linearish_maybe = srgb_to_linear(col.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5, 1.0); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5); LIGHT_LOOP(1) LIGHT_LOOP(2) |