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path: root/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl76
1 files changed, 44 insertions, 32 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index b331258952..73b9767a71 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -93,52 +93,64 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos;
- float d = length(lv);
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
+ {
+ discard;
+ }
- float dist = d*size;
-
- vec3 col = vec3(0.0);
- if (dist <= 1.0)
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+ float da = dot(norm, lv);
+ if (da < 0.0)
{
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- norm = normalize(norm);
- lv = normalize(lv);
- float da = max(dot(norm, lv), 0.0);
+ discard;
+ }
+
+ norm = normalize(norm);
+ lv = normalize(lv);
+ da = dot(norm, lv);
//float noise = texture2D(noiseMap, frag.xy/128.0).b;
- col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
+ vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+ float fa = falloff+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
float lit = da * dist_atten;
- col = color.rgb*lit*col;
+ col = color.rgb*lit*col;
- vec4 spec = texture2DRect(specularRect, frag.xy);
- if (spec.a > 0.0)
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+ if (spec.a > 0.0)
+ {
+ lit = min(da*6.0, 1.0) * dist_atten;
+
+ vec3 npos = -normalize(pos);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+
+ if (nh > 0.0)
{
- lit = min(da*6.0, 1.0) * dist_atten;
-
- vec3 npos = -normalize(pos);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
- float gtdenom = 2 * nh;
- float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
-
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += max(lit*scol*color.rgb*spec.rgb, vec3(0.0));
+ col += lit*scol*color.rgb*spec.rgb;
}
}
+ if (dot(col, col) <= 0.0)
+ {
+ discard;
+ }
+
frag_color.rgb = col;
frag_color.a = 0.0;
}