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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl25
1 files changed, 17 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 e1f7031af6..b26194f278 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -91,6 +91,14 @@ float getAmbientClamp();
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)
{
+ // SL-14895 inverted attenuation work-around
+ // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
+ // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
+ // to recover the `adjusted_radius` value previously being sent as la.
+ float falloff_factor = (12.0 * fa) - 9.0;
+ float inverted_la = falloff_factor / la;
+ // Yes, it makes me want to cry as well. DJH
+
vec3 col = vec3(0);
//get light vector
@@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float dist = length(lv);
float da = 1.0;
- dist /= la;
+ dist /= inverted_la;
- if (dist > 0.0 && la > 0.0)
+ if (dist > 0.0 && inverted_la > 0.0)
{
//normalize light vector
lv = normalize(lv);
@@ -194,7 +202,7 @@ VARYING vec2 vary_texcoord2;
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
@@ -219,11 +227,12 @@ void main()
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-
- // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
- float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
+#ifdef HAS_ALPHA_MASK
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+ if (diffcol.a*vertex_color.a < minimum_alpha)
+#else
+ if (diffcol.a < minimum_alpha)
+#endif
{
discard;
}