diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 26 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 20 | 
2 files changed, 35 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index eb0c546af7..00717cd6a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -81,12 +81,10 @@ uniform vec4 specular_color;  uniform float shadow_offset; -vec2 calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  { -	vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));  	float a = pow(max(dot(n,l),0.0), 0.7); -	refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6); -	return vec2(a, refl.x); +	return vec3(a,a,a);  }  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -144,8 +142,9 @@ void main()  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); -	vec2 slight = calcDirectionalLight(normal, light_position[0].xyz); -	vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(normal, l); +	     dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);  	vec4 color = diff * col; @@ -155,13 +154,24 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); +#ifdef MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		 +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else  	for (int i = 2; i < 8; i++)  	{  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} +#endif -	vec3 n = normalize(reflect(vary_position.xyz, normal.xyz)); -	n = vec3(dot(n, light_position[0].xyz));  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 10e9670894..e872dadcc1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -114,7 +114,10 @@ void main()  	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; +	vec3 n = vary_norm; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(n, l); +	dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color.a);  	vec4 color = diff * col; @@ -123,12 +126,23 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); - +#if MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else  	for (int i = 2; i < 8; i++)  	{  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} -	 +#endif  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; | 
